You are on page 1of 2

WARFORGED TRAITS

As a warforged, you have the following racial traits.


Ability Score Adjustments: Your Constitution score increases by 2.
Living Construct: Even though you were constructed, you are a humanoid. You are immune to disease.
You do not need to breathe, eat or drink, but you can ingest food or drink if you wish. However, you do
need to occasionally perform routine maintenance. This requires buying small amounts of mithril,
adamantine, soarwood and other exotic materials about once a month, at a cost equivalent to three
days worth of high-quality food for a medium humanoid. The materials become integrated into your
body. If you miss a month, you are fatigued. If you miss two, you are exhausted. Because you put less
strain on your body in this state, your condition does not worsen any further.
You are also immune to any cloud effects that require inhalation, rather than contact, to work. This is at
the DMs discretion. If you are speaking, singing or playing a wind instrument, which requires the use of
your primitive bellows-like lungs when the effect occurs, you must succeed on a DC 10 perception check
to close your vocal tract in time.
You gain the full benefit of all healing spells. You may also be repaired by repair spells. Unfortunately,
you are also affected by spells that normally only effect constructs, except for spells that depend on the
construct being mindless or non-sentient. Thus, spells designed to harm a golem will affect you, but
spells designed to control a golem will not.
You can be raised or resurrected as normal. You cannot be reincarnated into a different body and your
soul cannot be transferred into any other body except that of another warforged or a construct. Your
soul can be transferred into inanimate objects normally.
You have senses of taste and smell but they are very weak. You can, for example, tell if food is rotten,
smell when you are in a sewer, smell smoke from a nearby fire, etc. But you cannot taste anything
distinctly or smell food cooking (unless the odor is very strong). The creators of your race found
emulating these senses difficult, and were satisfied once warforged were able to tell when they were in
a burning building by smell. The slight sense of taste is a bonus. This usually has no mechanical effect,
however; warforged minds are used to their weak senses, and can compensate for them with careful
deduction.
Unsleeping Sentinel: Warforged dont need to sleep. Instead, they settle into a resting state, remaining
semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You may
perform very light, rote activities, such as tending a fire or sharpening a weapon, but not any activity
that requires careful thought or much movement.
Because sleep does not come naturally to you, you gain advantage on saves against Sleep and similar
spells.

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

You might also like