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===5e=== [[5e|Fifth Edition]] is rather peculiar to talk about for warforged because there are three very different statlines to use for warforged: The original stats from the Eberron [[Unearthed Arcana]], the stats from Keith Baker's ''Wayfinder's Guide to Eberron'', and Wizards' own official ''Eberron: Rising from the Last War''. ====Unearthed Arcana==== ::Ability Scores: Str +1; Con +1 ::Size: Medium ::Speed: 30 ft. ::Composite Plating: +1 to Armor Class. ::Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.<br />Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. ::Languages: Common and one other language of your choice. This particular statline, while unremarkable, does give them the well-renowned durability of being a living robot, ideal for Fighters and Barbarians, though other classes can definitely find benefits. ====Wayfinder's Guide to Eberron==== The ''WGE'' stats, however, give a much grander means to build Warforged PCs, mainly by giving three different frames to work from. All warforged, however, maintain the following abilities: ::Ability Scores: All Warforged have Con +1 ::Size: Medium ::Warforged Resilience: Immunities everywhere: You cant go to sleep or be fatigued and you get advantage on poison resistance checks with resistance to poison. ::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: At the end of a long rest, you can choose between three different forms of armor to wear. But in exchange, you gain no benefit from wearing armor, not even magical benefits. :::Darkwood Core: Counts as unarmored. AC 11 + Dex Mod + Proficiency Mod (If proficient in light armor) :::Composite Plating: Requires proficiency in medium armor. AC 13 + Dex Mod (Max 2) + Proficiency Mod :::Heavy Plating: Requires proficiency in heavy armor and gives disadvantage on stealth checks. AC 16 + Proficiency Mod ::Languages: Common '''Envoy''' ::Ability Scores: Choose any two +1 ::Speed: 30 ft. ::Specialized Design: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. ::Integrated Tool: Choose one tool you're 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. '''Juggernaut''' ::Ability Scores: Str +2 ::Speed: 30 ft. ::Iron Fists: Your unarmed strike deals 1d4 + your Strength modifier bludgeoning damage ::Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift '''Skirmisher''' ::Ability Scores: Dex +2 ::Speed: 35 ft. ::Graceful: You are proficient in Acrobatics ::Light Step: When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. This all makes the new version of Warforged at an incredibly powerful and possibly OP tier for a race, least of all because of the variety. Really, all classes have an ideal subrace to work with with a possible second if you feel up for it. The real breaking feature is the plating. There are no other races, let alone other means period to get AC as high as a warforged's (not counting a [[tortle]] hiding in his shell). For comparison, A Warforged fighter with Heavy Plating already sits at a comfy AC 18 at level 1, a score inaccessible by comparable fighters since the only non-magical armor available is the absurdly-expensive plate armor and a starting fighter is stuck with AC 16 chain mail (or 17 if they sank all 200 starting gold into a suit of splint armor and no weapons). Even non-heavy armor users can't compete, as an elf rogue with maxed-out dex (Let's say 20 due to a good roll) and studded leather can only reach AC 17. By Level 10, that heavy Warforged is now at AC 20, a level only attainable by magical +2 plate armor with no other recourse to match such a thing, and that gap grows ever wider as the levels pass. Also, the internal balance is shot. Setting aside any and all questions of which stats are best (even though everyone and their dog knows [[Dexterity]] blows most other stats out of the water this edition), Skirmisher gets a speed boost, a useful skill, and a situational power that is at least thematic and flavorful, Envoy is basically a variant human who doesn't get to pick his free feat but gets a beast of a feat-equivalent in exchange, and Juggernaut is, while propped up by the race’s powerful chassis, a comical example of exactly how overvalued natural weapons and Powerful Build are in every race designed this edition. However, the specific wording of Integrated Protection somewhat balances the AC issue, gaining no benifits from wearing armor extends to magical effects on armor as well, so while you do max out at 22 AC with integrated protection you get no use out of magic armor such as Armor of Invulnerability or any form of resistance armor. tl;dr WGE Warforged require some extremely generous magic item-gifting and perhaps a means to control the scaling AC (Maybe banning the proficiency bonus altogether from the non-darkwood ones? Maybe halving Proficiency Bonus to AC?), which is on-brand for ‘’Eberron’’ but a bit at odds with 5E's philosophy of miserly magical item-gifting. ====Eberron: Rising from the Last War==== ::Ability Scores: Con +2, choose any +1 ::Size: Medium ::Speed: 30 ft ::Warforged Resilience: Immunities everywhere: You cant go to sleep or be fatigued and you get advantage on poison resistance checks with resistance to poison. ::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: All Warforged add +1 to AC. This can stack to any other armor that they have proficiency in, which they can integrate with over the span of 1 hour. Once integrated, this armor cannot be forcibly removed. ::Specialized Design: Gain proficiency in one skill and one set of tools. ::Languages: Common + one other This version of the statline acts more like an improvement to the Eberron UA version's versatility than any nerfing of the WGE version. As one can see, this version can play more nicely with comparative builds without looking like the far-and-away superior choice and doesn't trigger the ire of anyone who follows 5E's limited item-gifting. Though that comes at the cost of improving any class' central stat beyond that +1, the proficiencies and armor bonus are capable of offsetting that weakness. And yes, subraces were removed. But alas, they once again have the short end of the stick, as Tasha's Caldron of Everything came out with a new rule where [[What|''Everyone'' can move around ''both'' of their ability bonuses]].
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