Warforged are an incredibly recent addition to the world of Rezia. Invented in the year 921 by the
gnomish inventor Igden Scheppen, much remains unknown about these creatures. Their creation and
the question of their sentience has become a topic of much scholarly debate since they were first
seen.
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Creature Type. You count as a Construct and a Humanoid.
Languages. You can read, write, and speak Common and one other language of your choice.
Size. Your size is either Medium or Small, chosen when you pick this race.
Speed. Your base walking speed is 30 feet.
Regenerative Core. Healing and restorative effects such as cure wounds which would otherwise have no effect on constructs may affect you.
Constructed Resilience. Your nature as a Construct grants you the following benefits:
- You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Recharging. When you take a long rest, you must spend at least six hours in an inactive, motionless state instead of sleeping.
Customized. You begin with an additional 3 feat points, but they may only be spent on feats with a warforged prerequisite.
The following
feats are available exclusively to warforged characters.
Prerequisite: Warforged
Cost: 1 feat point
Blades have been installed on your arms. They may act as natural weapons which deal 1d6 slashing damage on a hit.
Prerequisite: Warforged, heavy armor proficiency
Cost: 3 feat points
As a standard action, you may choose to activate or deactivate more defensive
armor on your body. When your armor is active, you gain the following
benefits:
Natural Armor. Regardless of armor, you may choose to calculate your AC as 10 + your Strength + your proficiency bonus.
Noisy. You have disadvantage on Dexterity (Stealth) checks.
Heavily Armored. You are considered to be wearing heavy armor.
Prerequisite: Warforged
Cost: 3 feat points
You have had more defensive components integrated into your body. Regardless of armor, you may calculate your AC as 10 + your Constitution score + your proficiency bonus.
Prerequisite: Warforged
Cost: 1 feat point
You have been fitted with a specific tool. Pick one tool proficiency of
your choice. You gain the following benefits:
Tool Proficiency. You gain proficiency with your chosen tool.
Integration. Your chosen tool is integrated into one of your arms. Your hands must be free to use the tool.
Prerequisite: Warforged
Cost: 1 feat point
You have been built sturdier than other warforged. You gain the following
benefits:
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Weapons. Your fists count as natural weapons which deal 1d4 bludgeoning damage on a hit.
Prerequisite: Warforged
Cost: 1 feat point
Your visual receptors have been replaced with a more sensitive model. You have Darkvision to a range of 60 feet.
Prerequisite: Warforged
Cost: 2 feat points
Your leg servos are faster-acting than those of other warforged. Your movement speed is increased by 5 feet.
Prerequisite: Warforged
Cost: 1 feat point
Your legs have been fitted with springs. Your jump distance is doubled.
Prerequisite: Warforged
Cost: 3 feat points
You have had thermal regulators installed into your core. You gain resistance to fire and cold damage.
Prerequisite: Warforged
Cost: 1 feat point
Your visual and auditory receptors are never truly off even while you are recharging. While recharging, you remain aware of your surroundings, and may stop recharging at will.