Advanced Dungeons & Dragons 5th edition (AD&D5E) The Warforged This product contains optional variant rules for the Warforged race and subraces in the Dungeons & Dragons 5th Edition game, and is considered official for use in the Advanced Dungeons and Dragons 5th Edition game.

Sample file AD&D5E Game Terms The following are some terms and acronyms used and what they mean. Ability Score Adjustment (ASA). Raises the maximum an ability score can be increased to. Ability Score Improvement (ASI). Increases an ability score by the stated amount, but does not raise the maximum the ability score can be increased to. Ability Score Maximum (ASM). The maximum an ability score can be increased naturally. All player character's ability scores have a natural maximum of 20. Racial Ability Score Adjustment (RASA). The ability score adjustment your character receives for being a member of a certain race, subrace, and/or variant options. Racial Ability Score Improvement (RASI). Increases the chosen ability score by the amount given, but does not raise the maximum the ability score can be increased to. Racial Ability Score Maximum (RASM). The maximum an ability score can be increased naturally beyond 20 as a result of your race, subrace, and/or variant options. Customizing Your Race You can use your RASI's to customize your ability scores outside of your race's norm, but your RASM does not deviate from your RASA. Alternative Game Terms While some players may have particular sensitivities or triggers in regards to the term "race" and "subrace", the following alternatives can be used to mean the same thing: Origin = Race, and Lineage = Subrace. Origin Ability Score Adjustment (OASA). The ability score adjustment your character receives for being a member of a certain origin, lineage, and/or variant options. Origin Ability Score Improvement (OASI). Increases the chosen ability score by the amount given, but does not raise the maximum the ability score can be increased to. Origin Ability Score Maximum (OASM). The maximum an ability score can be increased naturally beyond 20 as a result of your origin, lineage, and/or variant options. Customizing Your Origin You can use your OASI's to customize your ability scores outside of your origin's norm, but your OASM does not deviate from your OASA. Sample file Warforged The warforged were built to fight in the Last . While the first warforged were mindless automatons, House Cannith Quirks devoted vast resources to improving these steel soldiers. An Warforged often display an odd personality trait or two, given unexpected breakthrough produced sapient soldiers, giving how new they are to the world. The Warforged Quirks table rise to what some have only grudgingly accepted as a new contains example quirks. species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now Warforged Quirks find a purpose beyond war. A warforged can be a steadfast 1d10 Quirk ally, a cold-hearted killer, or a visionary in search of meaning. 1 You analyze—out loud—the potential threat posed by every creature you meet. "Pierce was built by design, while you were built by accident," 2 You often misread emotional cues. Lakashtai said. "The soul is what matters, not the shape of the 3 You are fiercely protective of your friends. vessel." 4 You try to apply wartime discipline to every "What makes you think he has a soul?" Gerrion said situation. "What makes you think you do?" 5 You don't know how to filter your feelings and are — Keith Baker, The Shattered Land prone to dramatic emotional outbursts. 6 You don't understand clothing beyond its utility and Living Steel and Stone assume it denotes a person's function. Warforged are formed from a blend of organic and inorganic 7 You are obsessed with your appearance and materials. Root-like cords infused with alchemical fluids constantly polish and buff yourself. serve as their muscles, wrapped around a framework of steel, 8 War is the only thing that makes sense to you, and darkwood, or stone. Armored plates form a protective outer you're always looking for a fight. shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath 9 You often say the things you are thinking aloud a reinforced brow ridge. Beyond these common elements of without realizing it. warforged design, the precise materials and build of a 10 You are deeply concerned with following proper warforged vary based on the purpose for which it was procedures and protocols. designed. Although they were manufactured, warforged are living Warforged Names humanoids. Resting, healing magic, and the Medicine skill all Most warforged were assigned numerical designations for provide the same benefits to warforged that they do to other use in military service. Many of them adopted nicknames, humanoids. often given to them by their comrades. As independent individuals, some have chosen new names as a way to Warforged Personality express their path in life. A few take on human names, often The warforged were built to serve and to fight. For most of the name of a fallen friend or mentor. their existence, warforged had a clearly defined function and Warforged Names: Anchor, Banner, Bastion, Blade, Blue, were encouraged to focus purely on that role. The Treaty of Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Thronehold gave them freedom, but many still struggle both Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, to find a place in the post-war world and to relate to the Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, creatures who created them. Spike, Temple, Vault, Wall The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning. The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity. The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customSampleize the look of its face, limbs, and plating. file If you learn the two-weapon fighting style, you can add your Warforged Traits Strength or Dexterity modifier to the off-hand attack. Your warforged character has certain characteristics in Specialized Design. You gain one skill proficiency and one common with all other warforged. tool proficiency of your choice. Racial Ability Score Adjustment. Your Constitution score Languages. You can speak, read, and write Common and increases by 1. one other language of your choice. Age. A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so Subraces far, warforged have shown no signs of deterioration due to Three major subraces of warforged are found among the age. You are immune to magical aging effects. worlds of D&D. Choose one of these subraces. Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have Envoy Warforged absorbed the morality, or lack thereof, of the beings with Juggernaut Warforged which they served. Skirmisher Warforged. Size. Warforged are generally broader and heavier than humans. Most warforged stand between 5 and 7 feet tall. Build is affected by your subrace. Your size is Medium To determine your height and weight randomly, start with rolling a size modifier: Size Modifier: 2d6 Base Height: 5'10" + size modifier in inches Base Weight: 270 lb. + (4 x your size modifier in pounds) Speed. Your base walking speed is 30 feet. . 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 discern colors in that darkness only as shades of gray. Constructed Resilience. Even though you were constructed, you are a living creature. You were created to have remarkable fortitude, represented by the following benefits:

You are immune to poison damage and the poisoned condition. You are immune to disease. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours of it 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. Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

You gain a +1 bonus to your Armor Class while wearing armor. While you are unarmored, you gain a +2 bonus to your Armor Class. You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, the armor incorporated into your body can't be removed against your will.

Solid Body. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level. Additionally, when you hit with an unarmed strike, you can deal bSampleludgeoning damage equal to 1d4 + your Strength or file Dexterity modifier with your main-hand and 1d4 bludgeoning damage with your off-hand. At 11th-level, the damage becomes 1d6.