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Warforged Resilience: You have advantage on saving throws against poison, and you have resistance
against poison damage. You are also completely immune to any poison that only affects humanoids.
Integrated Armor: When you are not wearing armor, your AC is 12 + your Dexterity modifier. During a
short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest,
the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body
until you finish another short rest during which time you remove the bonded armor. The bonding time is
in addition to the listed time that it takes to put the armor on; the processes are separate.
Armor can be removed from an unconscious warforged using any spell designed to repair or cause
damage to constructs. The warforged gets a saving throw. Armor can be removed from a dead
warforged by the same means or by simply prying it off, but in the latter case the armor will require
repair.
You suffer a -1 to AC if you wear armor without bonding it. Worn armor does not fit properly over your
built-in armor absent the bonding process.
You may occasionally find armor that cannot be worn by humanoids and may only be bonded to a
warforged.
Self-Stabilizing: You have advantage on death saving throws.
Languages: You can speak, read, and write Common. If setting or campaign rules grant additional
languages to other races but not warforged, you also know your choice of any humanoid language.
Type: Multiple types of warforged are found among the worlds of D&D, including warforged skirmisher
and warforged soldiers. Choose one of these types.
Warforged Skirmisher
Ability Score Increase: Your Dexterity score increases by 1.
Size: Small
Speed: 35 feet
Warforged Soldier
Ability Score Increase: Your Strength score increases by 1.
Size: Medium
Speed: 30 feet