Warforged for 5e

Post/Author/DateTimePost
#1

Viscar

Apr 20, 2015 13:07:11

So I was looking to include Warforged into a 5e campaign with updates to the newer game mechanics. I have scoured the internet and seen a bit of what others have done to make Warforged work along with what I think is part of the play testing stats used by WotC at some point. Since there is nothing official out yet for the race, this is what I was able to come up with. I am looking for feedback as to what people think about it.

 

Warforged are magical living artificial beings that are constructed by blending living materials and armored components. Various races have created Warforged to fight in great battles under the initial assumption they were not sentient. Sentience developed overtime and new Warforged are no longer created. Although some remained bound in slavery, others have broken their bonds and roam the world freely.

As a warforged, you have the following racial traits.

Ability Score Increase: Your Constitution score increase by 1 and either Strength or Intelligence by 1.

Size: About 6 to 7 feet tall. Weight from 250-350 pounds. Size category is Medium.

Speed: 30 feet.

Skill Proficiencies: Intimidate. One weapon proficiency.

Language(s): Common and one language of your creation race.

Artificial Living Construct: Even though Warforged are constructed though magical means, they are living beings with a humanoid shape and actions. Their construction grants them resistances to ailments that afflict naturally occurring living beings. Warforged are immune to most diseases normal and magical. Warforged do not need to eat or breath, but can ingest food and drink if desired. They are also resistant to all poisons and gain advantage to poison saves.

Unwaivering Sentinels: Instead of sleeping, you enter a trance-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Warforged Mind: Advantage for skill checks involving Fear or Charm saves.

Warforged Resilience: Advantage for skill checks against on going damage. Advantage for saving versus death.

Warforged Resolve: When bloodied, Warforged can expend a hit dice + Con modifer to heal themselves once per short rest or long rest. The amount healed increases by 1 hit dice every 4 levels.

Natural Toughness: Warforged are adept at avoiding damage by being able internally changing their bodies at a whim to avoid damage. Warforged can use
either their Strength, Constitution, or Intelligence modifier to add to their AC. This value is their modifier of choice divided in half and rounded up.

Internal Compartments: Warforged can store several small items inside their body that can be retrieved at any time. It takes a short rest period to create an internal compartment for new items. Only 6 items can be stored in this manner.

Subraces: Warforged come in five models all centering around military functions including Front-liner, Scout, Arcane Tactician, Defender, and Artillery.

FRONT-LINER

Ability Score Improvement: Your Strength score increases by 1.

Into the Fray: Start with the Charger feat.

Battle Ready: Start with proficiency in Athletics and one additional melee weapon proficiency.

SCOUT

Ability Score Improvement: Your Wisdom score increases by 1.

Runner: Your base speed is increased by 10 feet.

Always on the look out: Start with the Alert Feat.

ARCANE TACTICIAN

Ability Score Improvement: Your Intelligence score increases by 1.

Leader: Gain a cantrip from any class of choice and use Intelligence as the casting stat for that cantrip.

Master of Opportunity: Start with Sentinel feat.

DEFENDER

Ability Score Improvement: Your Constitution score increases by 1.

Redundant Components: Reroll any critical damage dice against you. Take the lowest of the critical damage dice rolls.

Long Lasting: Start with the Toughness feat.

ARTILLERY

Ability Score Improvement: Your Dexterity score increases by 1.

Targeting Optics: Start with the Sharpshooter feat.

Archer: Start with the archery fighting style and one range weapon proficiency.

#2

Tempest_Stormwind

May 07, 2015 12:39:31

The semi-official Unearthed Arcana take on them is here, and it's really disappointing.

 

I think your take on the race is very, very strong. Compare to the variant human: Both races get a feat and a skill proficiency. Variant humans get one extra tool proficiency and +1/+1 ability scores. Your warforged get all of what you wrote - +1/+2 or +1/+1/+1 ability scores, a weapon proficiency, oodles of resistances and advantage, cribbed class features (i.e. fighting styles), and so on. You also reference Bloodied and Ongoing Damage, conditions that don't exist in 5e, and you include a few things (like internal compartments, targeting optics, ) that imply warforged are robots, when they aren't anything of the sort.

 

You'll get similar results when you compare to the mountain dwarf, which I think has very little reason to exist if your warforged are around - a martial weapon, poison resistance / advantage, higher AC than normal (your wording is weird and basically gives everyone the barbarian's Unarmored Defense except without the Unarmored bit), and so on leaves the poor old dwarf with... basically just stonecunning and a sad face.

 

Here's what I've been using, if you want a more constructive example. Moved from a PDF into forum notation:

Show

Created just thirty years ago, towards the end of the Last War, to serve as living weapons, the warforged were the perfect soldiers. Sold in large numbers to every nation, and built with the grim purpose to fight, the warforged became inexoriably tied to the continent's memories of the horrors of the Last War.

 

Today, the war has ended, and warforged are legally considered people, not property. However, with the sudden loss of their purpose and forced self-direction, many are aimless in life, performing menial tasks as little better than indentured servants. Others seek to "make themselves useful" by putting their war-honed skills to the test as adventurers for hire.

 

 

Your warforged character has several unusual abilities as a result of their nature as a living construct.

  • Ability Score Increase: Your Constitution score increases by 1.
  • Age: A warforged is considered an adult within a month of their construction, and while it's theorized that warforged begin to show signs of aging after 150 years or so, they do not die of old age. As initial production tended towards combatants and it wasn't until recently that more experimental, technical, or arcane models were created, martial classes tend to be older than their magical brethren.
  • Size: Your size is Medium. Warforged height and weight varies dramatically based on their subrace, and can be further adjusted with modifications to their composite plating.
  • Speed: Your base walking speed is 30 feet.
  • Living Construct: Your type is construct, but you are also a living creature. You can be affected by effects that do not affect constructs or effects that affect only humanoids, but you have advantage on saving throws against such effects. You have resistance to healing spells that do not normally affect constructs, and cannot be healed or stabilized with the Medicine skill or a healing kit. You are immune to disease, magic can't put you to sleep, and you don't need to eat or drink (but can if you wish). You don't breathe, rendering you immune to choking or drowning, but you also lack a sense of smell. You have advantage on Constitution checks and death saving throws, and can be raised from the dead as if you were humanoid, but cannot be animated as an undead or reincarnated.
  • Unsleeping Sentinel: Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You require access to mason's, smith's, or tinker's tools, or the mending cantrip, to regain hit points from resting.
  • Composite Plating: You have a bonded suit of armor, with statistics determined by your subrace. This armor cannot be removed, and you cannot don another suit over it. You are considered to be wearing metal armor, and are susceptible to rust attacks, but your armor cannot be destroyed by them; for every Hit Die you spend to recover hit points, you also regain 1 point of lost AC from rust. You are proficient with light armor. If your class or background would supply you with armor as equipment, you may take one martial weapon or a shield in its place.
  • Languages: You can read, write, and speak Common. Being constructed for warfare, warforged lack diverse language education, and often pepper their speech with military shorthand.
  • Subrace: Warforged were manufactured in different models: scouts, soldiers and juggernauts. Choose one of these subraces.

Scout

Short and slender, with a build comparable to elves, scouts are the least numerous warforged model. The scout chassis was developed last and was intended for espionage and skirmishing tactics, which never required large numbers.

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Fleet of Foot: Your base walking speed increases to 35 feet.
  • Composite Plating: Your composite plating counts as light armor and grants you an AC of 11 + your Dexterity modifier.

Soldier

Warforged soldiers are the most common of the three models by a very large margin - so common that when anyone says "warforged", it's assumed they mean this model. These warforged are powerful, versatile, and found in any combat role. They are larger and bulkier than most humans, standing about as tall and broad as a muscular orc.

  • Ability Score Increase: Your Strength and Constitution scores both increase by 1.
  • Composite Plating: Your composite plating counts as medium armor and grants you an AC of 14 + your Dexterity modifier (maximum +2). You have disadvantage on Dexterity (Stealth) checks.

Juggernaut

Deployed as the vanguard for heavy assault units, or as a final line of defense, the mighty warforged juggernauts are of comparable scale to the massive goliaths. Most juggernauts find adapting to peacetime or non-combatant adventuring careers rather difficult, simply by virtue of their construction. As a result, several still cling to their "living weapon" identity from before the war ended, and stories about these fearsome warriors lead to a reputation that other warforged have difficulty overcoming.

  • Ability Score Increase: Your Strength score increases by 2.
  • Composite Plating: Your composite plating counts as heavy armor and grants you an AC of 16. You have disadvantage on Dexterity (Stealth) checks, and your base walking speed is reduced to 25.

 

 

Warforged Feats and Warforged Components wrote:
(Reply to #2)

Vaelorn

Tempest_Stormwind wrote:
#4

Tempest_Stormwind

Apr 24, 2015 11:24:26

Vaelorn wrote:
(Reply to #4)

AvonRekaes

Tempest_Stormwind wrote:
#6

Tempest_Stormwind

May 07, 2015 12:38:33

AvonRekaes wrote: