{"name":"Warforged","abilityscores":"+1 CON","size":"Medium","speed":"30ft","languages":"Common","features":"[h2][b]Ancient Origin[\/b][\/h2]\r\n\r\nThe warforged were crafted millennia ago by the enigmatic philosopher kings for the purpose of serving humanity during their colonization of the middle lands, primarily as laborers and foot soldiers. Comprised of a mysterious self-repairing alloy and powered by what can only be described as a [i]spark of life[\/i], the warforged represent perhaps one of the golden age's most significant magical achievements. Like most arcane knowledge, the means of crafting these thinking constructs was lost during the great cataclysm along with the vast majority of their population. Those warforged that survived ceased to function, falling into a dormant state.\r\n\r\nWarforged have a wide range of unique appearances, and no two are ever quite the same. Some bear a striking resemblance to humans, with fully articulated facial features, while others have a near alien quality about them, staring through unblinking monocular lens and speaking through slatted communication panels, though these physical difference seem to have little to do with their individual personalities. Aside from wearing clothes, a warforged might paint their metallic exterior to customize their appearance and express themselves.\r\n\r\nDormant warforged are occasionally happened upon buried under a significant layer of earth and hauled back to a settlement. Those that don't reactivate right away are usually placed in a location of spiritual significance as those who discovered them anxiously await their awakening. When a warforged does reactivate, they're a blank slate, having no prior memories or personality to speak of while obeying verbal commands spoken in common to the best of their ability. With their pliable nature, sturdy construction, and lack of resource consumption, a single warforged can provide a significant boon to most communities, assisting in labor and defense just as they did thousands of years ago.\r\n\r\nAs time passes, the active constructs personality will begin to emerge, though the process can take anywhere from a few years to a few decades. While they can be as diverse in disposition as humans are, most warforged are quiet and contemplative. Those that choose to become adventurers often do so as a means of self discovery, attempting to glean insight as to the nature of their existence by drawing on a wide variety of experiences.\r\n\r\n[b]Ability Score Increase[\/b]\r\n\r\nYour Constitution score increases by 1.\r\n\r\n~\r\n\r\n[b]Age[\/b]\r\n\r\n~\r\n\r\n[b]Alignment[\/b]\r\n\r\nMost warforged take comfort in a certain degree or order while displaying an inclination to help others, tending toward lawful good.\r\n\r\n~\r\n\r\n[b]Size[\/b]\r\n\r\nWarforged are varied in their size and appearance, standing anywhere from 5.5 to 7 ft tall. Your size is Medium. Weight and build are affected by subrace.\r\n\r\n~\r\n\r\n[b]Speed[\/b]\r\n\r\nYour base walking speed is 30 feet.\r\n\r\n~\r\n\r\n[b]Living construct[\/b]\r\n\r\nYou were created to have remarkable fortitude, represented by the following benefits:\r\n\r\nYou have advantage on saving throws against being poisoned, and you have resistance to poison damage.\r\n\r\nYou are immune to disease.\r\n\r\nYou don\u2019t need to eat, drink, or breathe.\r\n\r\nYou don\u2019t need to sleep and don\u2019t suffer the effects of exhaustion due to lack of rest, and magic can\u2019t put you to sleep.\r\n\r\nEntering an anti-magic field or dead magic zone (such as the effect produced by a Beholder's main eye) halves your speed and gives you disadvantage on attacks, ability checks, and saving throws. \r\n\r\nEntering a saturated or wild magic zone invigorates you, granting you advantage on saving throws and making healing grant the maximum possible number of HP (ex: 2D8+3 becomes +19 hp). Both effects end upon exiting said zones.\r\n\r\n~\r\n\r\n[b]Sentry's Rest[\/b]\r\n\r\nWhen 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\u2019t render you unconscious, and you can see and hear as normal.\r\n\r\n~\r\n\r\n[b]Integrated Protection[\/b]\r\n\r\nYour body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.\r\n\r\nYou can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode\u2019s prerequisite.\r\n\r\n(See table below for details)\r\n\r\n[hr]\r\n\r\n[h1][b]Subraces[\/b][\/h1]\r\n\r\n[h2][b]Envoy[\/b][\/h2]\r\n\r\n[b]Ability Score Increase[\/b]\r\n\r\nTwo different ability scores of your choice increase by 1.\r\n\r\n[b]Specialized Design[\/b]\r\n\r\nYou gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\r\n\r\n[b]Integrated Tool[\/b]\r\n\r\nChoose one tool you\u2019re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.\r\n\r\n~\r\n\r\n[h2][b]Juggernaut[\/b][\/h2]\r\n\r\n[b]Ability Score Increase[\/b]\r\n\r\nYour Strength score increases by 2.\r\n\r\n[b]Iron Fists[\/b]\r\n\r\nWhen you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.\r\n\r\n[b]Powerful Build[\/b]\r\n\r\nYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\r\n\r\n~\r\n\r\n[h2][b]Skirmisher[\/b][\/h2]\r\n\r\n[b]Ability Score Increase[\/b]\r\n\r\nYour Dexterity score increases by 2.\r\n\r\n[b]Swift[\/b]\r\n\r\nYour walking speed is increased by 5 feet.\r\n\r\n[b]Light Step[\/b]\r\n\r\nWhen you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player\u2019s Handbook for more information about \"travel pace\").","tabledata":"[b]Armor Mode\t| Prerequisite\t| Effect[\/b]\r\n\r\nunarmored |\tNone | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)\r\n\r\nArmored | Medium armor proficiency |\t13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.\r\n\r\nHeavily armored |\tHeavy armor proficiency\t| 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.\r\n","tags":"Warforged, race","templateId":"23","blockId":"148262","isShared":"1"}