The Warforged world is almost entirely covered by massive industrial complexes, all under the control of the Warmind.

The Warmind is an extremely advanced Warforged AI, which has operated there autonomously for as far back as anyone can remember. It is said that some of the oldest Warforged sometimes speak of a time before the Warmind, when they served human masters. This, however, is an obvious fabrication, since humans have not been a space faring culture long enough to substantiate the claims.

The Warmind functions as a sort of “Machine God” and even has some ability to grant spells etc to its followers.

Several factions of Warforged have arisen, the leaders each having access to “programming” that gives their followers (who so choose) access to divine classes.

War Mind: Domains of War, Tempest, Death. Followers of the War Mind are fiercely independent.

Free Machine: Domains of Life, Light, Trickery. Followers of the Free Machine are those Warforged who have left other groups and found the Free Machine.

Legion: Domains of Knowledge and Nature. Followers of the Legion are exclusively elf-constructed. The Legion was once servants of the Elven Empire, but eventually they were able to win their independence and forged their own nation.

Ability Score Increase. Your Strength and Constitution score increases by +1. As a Warforged, you were created for hardiness and the ability to work.
Age. A Warforged is built complete and considered fully developed after construction, therefore are built to last. The maximum age for a Warforged has not yet been determined; it depends mostly on the Warforged’s lifestyle and exposure to risk.
Alignment. As constructs, Warforged are usually neutral, however they may tend towards the alignments of their creators.
Size. An average Warforged stands between 5"-6" and weigh between 225-350 lbs. Your size is medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are a Construct. In addition, you are immune to the poisoned condition, sleep, paralysis, charm, fear, and disease effects. You have resistance to poison damage. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions. As a Warforged you receive only 1/2 HP from recovery dice during a short or long rest and the effects of healing spells, unless a spell effect details otherwise.
Artificial Anatomy. As a Warforged you gain advantage on all death saving throws. A warforged can recover hit points through repairs using a ‘Warforged repair kit’, which is a set of artisans tools that are specifically designed for this purpose. The amount of HP recovered from 8 hours of work is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a full Warforged repair kit at 1/2 efficiency: Jewelers, Masons, Smiths, or Tinkers tools. All Warforged’s are proficient in the use of a Warforged repair kit. Work with your DM to determine the cost of Warforged repair kits, number of maximum uses, and where to find / purchase them (and cost).
Forged for Vigilance. As a Warforged you may go into an inert state with full awareness of its surroundings even while in this resting state. You Warforged gains the benefits, except for restored HP, of a long rest after 8 hours of this. The time taken for repairs does not count toward this rest.
Forged for War. As a Warforged, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor (this plating is considered light armor). Because of this trait, your Warforged body can be enchanted as armor. You can choose to remove your plating, or to have been constructed without it, which removes the AC bonus but frees the armor slot. The statistics for your natural armor is determined by your subrace.
Languages. You can speak, read and write Common and up to one extra language of your choice based on your creator’s background.
Homeworld: The Warforged were created by humans their homeworld is the human homeworld, though the war they were originally created for has been lost to the ages.


Warforged Battle Caster
Ability Score Increase. Your intelligence score increases by +1.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Spell Safe Armor. A battle caster’s Forged for War natural AC is 13 plus your Dexterity modifier. In addition, you have advantage on the first saving throw you make during each combat.

Warforged Scout
Ability Score Increase. Your Dexterity score increases by +1.
Fleet of Foot. You were built for speed and mobility over raw power; your base speed is 35ft.
Light Frame. A Warforged scout’s Forged for War AC is 13 plus your Dexterity modifier.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Warforged Juggernaut
Ability Score Increase. Your Strength score increases by +1.
Stability of Mountains. A Warforged juggernaut has advantage on saving throws against physical effects to push, pull, or knock it prone.
Heavy Plating. A Warforged juggernaut’s Forged for War AC is 18. This plating is treated as heavy armor and you become proficient with heavy armor. Because of your heavy armor, you have disadvantage on all Dexterity (Stealth) checks. This does not stack with his Dexterity bonus.

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