| Post/Author/DateTime | Post |
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| #1FrankD20Jul 08, 2015 8:55:07 | I really like the idea of Warforged in my campaign but I have a question, and it may have been answered before, but I couldn't find it. In any case, a lot of healing spells and the like say they don't have an effect on a construct. Warforged are classified as "living constructs" so do healing spells (and other abilities that also say they don't effect constructs) work on a Warforged? I would think they would, since they are a playable race, but I don't think I've ever seen anything difinitive. Thanks. |
| #2Captain_KoboldJul 08, 2015 11:04:11 | There are no rules regarding healing spells having any special rules when interacting with "Living Constructs". As distinct from "Constructs" which are a different creature type.
However the rules do specifically state that a Warforged is a living being. |
| #3Tempest_StormwindJul 08, 2015 13:02:18 | "Living construct" isn't defined in 5e's rules - in fact, by the incomplete (and admittedly being revised) UA rules, warforged are Humanoid, since it doesn't say otherwise. They're living creatures as far as the rules are concerned.
In previous editions, they could be healed - but they only healed half as much from Cure spells. They could be healed in other ways, but the conventional method didn't work on them. (This was significant in Eberron, where renegade warforged took to living in the Mournland, where cures didn't function for anyone, but repairs did.) Warforged in previous editions were constructs, but were also undeniably living creatures - it's best to think of them, say, as living plants with plates of stone, wood, and metal bolted on to their fibrous exteriors.
(Shameless plug: My own take on the warforged - see my signature - retained this aspect. They're much more "construct" than the UA rules are, yet they can still be healed.) |
| #4MechatarrasqueJul 08, 2015 17:25:33 | I think part of the reason they made 5e's draft warforged humanoid was to prevent this type of question. They are effected by a spell exactly the same way it effects a human, dwarf, elf, etc. unless the spell or the warforged write up specifically says they aren't effected. |
| #5transcendantviewerJul 09, 2015 5:19:28 | In older editions, Warforged were treated as sentient constructs and as such, had special rules specific to them. In 3.5, they had an entire subtype that was unique to them that did nothing but smooth over the rules interactions with them and certain effects in the game, like Energy Drain (Which is now Life Drain Damage) and Rust Monsters (These had different abilities back then). I'm a 3.5 convert, so my bits and pieces of homebrew are more complex than 5e generally likes, but my take on the Warforged sticks to a lot of their previous features. One of which being that they only heal half as much, rounded down, from magical healing and heal considerably slower than ordinary humanoid races (My iteration states that they only heal up to half of their maximum hit points from finishing a long rest and don't heal any if they have more than that amout. Short Rests fill in the gaps). I particularly enjoyed the image of seeing them as "Sentient magic encased in a constructed shell" much like Myrmadons. |
| #6FrankD20Jul 09, 2015 13:22:39 | Cool, thanks for the responses. As an aside, one thing I do with my Warforged (and this is blatantly stolen from Chris Perkins) is that they are "powered" by necromantic energy (I run my game in the Realms, and it makes sense for the Warforged to have originated in Thay), so they have some moral issues with the goodly characters...which brings up other healing issues, but we'll just let the players worry about that one! Thanks for the input, everyone! |
| #7Tempest_StormwindJul 10, 2015 14:27:22 |
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