| Post/Author/DateTime | Post |
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| #1AcesEightJan 28, 2015 23:51:11 | So ive never played ebberron or anything with warforged. But they look and sound cool, and in my homebrew campaign setting ive decided that they fit perfectly.Before I so the stats, heres a breif backstory on them. During the first age of the world man had achieve greatness, and the Gods wanted nothing to do with them.So man decided that they were good enough to be gods.They constructed a device that would essentially steal the energy of the celestial plane and make them all gods.What they didnt know was that doing that would kill all the gods and create an apocalypse. With that happening man slowly all started dying out from starvation and etc. In the end only to factions remained, the light and the dark. The dark had corrupted all the dragons turning them evil. The light had to create something to fight the force; the warforged.This happened a long time ago, the apocalypse is over and new gods have came to watch over the world.
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| #2AcesEightJan 28, 2015 23:54:04 | WARFORGED
Ability Score Increases: You gain +2 to your constitution stat.
Age: Warforged do not age but do suffer from memory degradation that starts to happen around 800 years of being active.
Alignment: Warforged heavily lean toward Lawful but some who have taken damage can be others.
Speed: Your base walking speed is 30 feet.
Living Construct: Warforged are living construct and does not need to eat, drink, sleep or breathe.
Unsleeping Sentinel: Warforged do not sleep and instead enter a sort of stand by mode where they are completely inactive but are fully aware of their surroundings and can notice events such as conversations and the movement of people. In this mode the Warforged only need 4 hours until they are considered fully rested. Warforged Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Integrated Armor: When you are not wearing armor, your AC is 12 + your Dexterity modifier, also you can choose to use your Constitution instead of Dexterity for calculating AC. 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.
Self-Stabilizing: You have advantage on Death-Saving Throws.
Languages: You speak, read, and write common and primordial.
Subrace: Two main subraces of Warforged populate the world: Titans and Dragoons. Choose one of these subraces. |
| #3AcesEightJan 28, 2015 23:53:07 | Titan
Ability Score Increases: You gain +1 to Strength stat.
Size: Titans stand between 6 to 7 feet tall and average 275 pounds.
Battle-Hardened: Whenever you take piercing, slashing, or bludgeoning damage from non-magical weapons it’s reduced by 2. If you integrate magical armor to your body it will apply to magical as well.
Battle Training: You gain proficiency in martial weapons and shield
Dragoon
Ability Score Increases: You gain +1 to Intelligence stat.
Size: Dragoons stand between 5 to 6 feet tall and weigh between 175 pounds.
Spell Forged: You gain one cantrip of your choice. They require no spell focus. At third level you can cast Detect Magic once per day. At fifth level you can cast Magic Weapon once per day. |
| #4PandaemoniusJan 29, 2015 16:03:58 | Personally, I worry about the balance of this race.
This is, I assume, based on Keith Baker's homebrew of the warforged (see here), but this version of them you have posted is a good deal more powerful I think. While game balance can be djusted on the fly my first impression is that these warforged are, provided you want to play a melee combatant or wizard, a bit more optimal than the other races.
To be a wizard with a free cantrip, free light armor, the ability to use Dex or Con in determining armor class (and then maximng out Int and Con), immunity to all poison gas since they don't breathe, and advantage on all other poison saves plus resistance to poison if you do happn to take damage from them, no need to sleep or trance, a four hour long rest (though I assume they do need 8 hours rest to recover spells nonetheless, or else that is a powerful advantage), and advantage on Death saving throws? Sure, all races have some good stuff for certain classes, but usually there is at least some drawback or at least a feature of a race that won't be a direct mechanical benefit to a specific class, but that makes the race "gold" for purposes of any wizard class guides.
It's definitely all opinion and YMMV, so take the rest of this post with a giant grain of salt.
For flavor, I would at least suggest that the free cantrip should be an attack spell from the wizard school. Then one can imagine the armoirs of Dragoons not formally trained as wizards being used as disposable battlefield pistoleers. Also, High Elves, already a very good race for wizards, can take cntrips but only from the wizard school, it shouldn't be that Dragoons can get Eldritch Blast without becoming a Warlock, imo and they shouldn't be able to access divine cantrips.
I think if you compare the Dragoons to High Elves, Dragoons are clearly superios for wizards, even accounting for a few judgment calls:
Compare:
This leaves me to compare the elf's Darkvision, Keen Senses, Fey Ancestry and Elf Weapon Training against the warforged's Living Construct, Warforged Resilience and Self Stabilizing. This is all subjective, but unless I conclude that the elf's four abilities blow away the worforged's three in a landslide, there is no overcoming the big lead the Dragoon has from the above. I think the two sets are probably close to evenly balanced, though.
Compare to Forest Gnomes, probably the gold standard of wizard races:
This leaves me to compare the elf's Darkvision,Gnome Cunning, and Speak with Small Beasts ability against the warforged's Living Construct, Warforged Resilience and Self Stabilizing. Again, this is all subjective. Darkvision is good, Gnome Cunning iis awesome (+5) and Speak with small beasts is interesting but situational. I would give the clear edge to he Gnome on the strength of Gnome Cunning, but not by a landslide. On balance, then I think the Warforged outclasses his opponent again.
I thought Kieth Baker's versions were balanced betetr, though the subraces were unexciting, Perhaps later I will post how I would have tweaked his warforged to mke them more interesting to me, though as this is all subjective, that may be more work than the expected benefit. In short though, I can imagine three subraces: a big, but slow moving tank model, a speedy scout model and a arcane fueled ranged attacker. |
| #5AcesEightJan 29, 2015 17:18:21 | thanks for the input. the cantrip thing is a good point and idea, on the con as ac it is extremely powerful and wasnt thinking weather it was balanced or not. maybe give the dr2 to the race and give fighting after unconsciousness for the titans |
| #6JamesMusicusJan 30, 2015 1:55:36 | If you want my input, I have a scoring system I've been working on with 2 examples of warforged in the catologue here: https://docs.google.com/document/d/1ViqLSEN67mmd2Lo_OJ-H5YX0fccsfI97kFaqx7V1Dmw/edit?usp=sharing |
| #7AcesEightJan 30, 2015 20:56:42 | very nice i will definently use this, thanks for such a handy resource |