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Warforged
  • Size Medium
  • Speed 30 ft
These are ancient war constructs build by the Varduin late in their war as a way that mimics mortalkind. This was meant as a cheaper form that required less powerful souls and complicated methods than their previous warconstructs. They were made from the ripped souls of mortals enslaved by the Varduin, their memories removed and made to serve the Varduin. By the end of the Varduin destruction, almost all were destroyed, but some escaped, or were dormant. Warforged have lost their memories and remember very little if any. Those that exist remain mostly asleep in fallen and long buried Varduin sites, asleep if they are lucky, or wandering around aimlessly,
Ability Bonuses
STR +2 CON +3 INT +1 CHA +-2
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Universal Racial Features
Disguise Self
Racial Feature

You can choose to hide your form.


You can choose to cast a disguised person over 1 minute. But you can only select a predetermined race and look that cannot be chanved


Code: WF-DS
Integrated Armor
Racial Feature

You armoured form provides additional protection against attacks,

You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way.

While you live, your armour can't be removed from your body against your will. In addition all armor gains the comfort rule.

You gain a +1 bonus to armor when wearing armor.


Code: WF-IA
Integrated System
Racial Feature

Many Warforged have integrated systems that have many specific functions. You may pick one from the above 


Force Pistol: Your arm can turn into a small side arm that fires arcane bolts. This weapon uses your dexterity modifier to hit and you are trained

in it increasing to expert at level 7 and master at level 14. It does 1d6 + dex mod + half your level<round down> force  damage per attack. You can use this once per turn.Activating and deactivating it requires a free hand and a action. It has a range of 50 feet


Emergency Systems: When you make your first death saving throw roll, a 15 and above is considered a critical success. 


Force Blade: Your arm can extend into a shimmering force blade. This weapon uses your dexterity modifier to hit and you are considered trained, incrasing to expert at level 7 and master at level 14 in it. It does 1d6 + STR or DEX + half your level force damage per attack.  Activating and deactivating it requires a free hand and a action. 


Brace Systems: Once a short rest, you can choose to lock your systems down as a reaction. You gain a +5 against saving throws against effects that move you or knock you prone and you reduce non-magical damage by half till the end of your next turn. However, your movement speed is reduced to 0 and you cannot take actions. You may end this at the end of your turn. 


Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and thus giving advantage for any ability checks you make with it. You must have your hands free to use this integrated tool.


Nightvision: You gain 30ft of darkvision 


Code: WF-IS
Machin Build
Racial Feature

You’re machine form makes you incredibly resilient


  • You have advantage on saving throws against being poisoned, and you 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.
  • 1 and 2s count as critical fails on death saving throws, but 19 and 20s are considered critical successes. 
Code: WF-MB
Self Channeling
Racial Feature

Varduin war constructs are powered by ancient eldritch energy, You can draw upon this force to channel your spells, at the cost of your resilience


Once a long rest, you can regain a spell slot equal to your level/3(roound up)(You can split so for a level 3 it becomes a first and 2nd level instead). When you do for the next six hours, you are considered vulnerable to all types of magical damage.  


Code: WF-SC
Sentry’s Rest
Racial Feature

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Code: WF-SR
Vardui Construct Form
Racial Feature

Ancient Varduin magic, while weakening power and protecting your form against attacks.


When you have to make a saving throw against magical effects or spells, you gain a +2 against it. 


Code: WF-VCF
Varduin War Built
Racial Feature

Built for war, these constructs have a uncanny talent for bloodshed


When you make a melee attack with disadvantage, you gain a +2 to hit


Code: WF-WB
Features by Class

No class-specific racial features.

Features by Subrace

No subrace-specific racial features.