TEXT: Credit: Patrice Gehman, Twitter: @long_spider
  1
  
  Warforged Variants
  W
  arforged belong to a unique category of
  construct, the Living Construct. Such
  creatures not only act and think as do the
  other species that constitute civilization's
  masses, but are even said to have a soul.
  While some might take umbrage to the use of ensouled
  entities as tools of war and dangerous labour, the less
  scrupulous are quick to ascertain its value. Living
  Constructs have souls to empower, bargain with, and draw
  upon for certain kinds of spellcasting. The theologically
  inclined would go so far as to say it makes them tend towards
  a more moral outlook than other Constructs, but there is very
  little evidence of that.
  How Workshop Warforged Vary
  Workshop Warforged are based off Eberron: Rising
  from the Last War's Warforged.
  Simply apply the following changes to the ERLW
  Warforged and you're ready to get building:
  Do not gain +1 AC from Integrated Protection,
  but gain an otherwise identical feature named
  "Constructed Body."
  Do not gain +1 to Any attribute, as your Core will
  provide a +1 attribute bonus instead.
  Gain an integral version of the tool you choose to
  gain proficiency in through Specialized Design, which
  you may produce or stow at any time as a Bonus
  Action.
  2
  
  Integrated Options
  T
  he plating, internals, and exoskeletal
  accoutrements of a Warforged can be custom
  fit in a variety of ways. The nuance of
  producing a Living Construct means only one
  of the following options may be taken (most
  Warforged, intended as shock troops and
  rushed out during the war, received Integrated
  Protection):
  Integrated Protection
  +1 AC, you are reinforced with sturdy plating. Gain shield
  proficiency. You gain an integral shield. You may draw or
  sheath it as a Bonus Action. This shield is stored in a
  specially made cavity or external sheath that is a part of your
  living construct body, taking up no additional encumbrance. If
  they are destroyed, you reconstitute it after a Long Rest. After
  using this feature, you must consume enough metal and
  wood to replace their mass before using it again.
  Integral Stealth Plating
  After rolling a Dexterity (Stealth) check, you may substitute
  the d20 roll for a 10. Once you use this feature you cannot
  use it again until you finish a short or long rest.
  Integral Weaponry
  Gain proficiency in any two martial weapons. You gain
  integral versions of them. These integral weapons are stored
  in and attached to your arms, and you may draw or sheath
  one or both as a Bonus Action. These weapons are stored in
  specially made cavities or bolted on external sheaths that are
  part of your living construct body, taking up no additional
  encumbrance. If they are destroyed, you reconstitute them
  after a Long Rest. After using this feature, you must consume
  enough metal and wood to replace their mass before using it
  again. If they require ammo, you gain an integral container
  that can store up to 10 shots per weapon.
  Integrated Optics
  Gain 60ft of Darkvision. Gain an integrated spyglass (PHB,
  153).
  Integrated TeleCrystals
  You can speak telepathically to any creature you can see,
  provided the creature is within a number of feet of you equal
  to 10 times your level. You don't need to share a language
  with the creature for it to understand your telepathic
  utterances, but the creature must be able to understand at
  least one language.
  When you're using this trait to speak telepathically to a
  creature, you can use your action to give that creature the
  ability to speak telepathically with you for 1 hour or until you
  end this effect as an action. To use this ability, the creature
  must be able to see you and must be within this trait's range.
  You can give this ability to only one creature at a time; giving
  it to a creature takes it away from another creature who has
  it.
  3
  
  Core Options
  T
  he Warforged’s Core is an esoterically
  quintessential part of their soul. It grows and
  develops alongside them. Thus, certain
  features only reveal themselves after a
  significant period of growth and adjustment
  for the Warforged in their new body. A
  Warforged may only ever have one Core, and if
  it is removed, they are dead, and their soul leaves with the
  Core.
  Darkwood Core
  +1 Dexterity.
  You may gain Advantage on a Dexterity saving throw, such
  as traps and spells. Once you’ve used this ability, you may not
  use it again until you have taken a short or long rest. When
  you reach 5th level, you gain +5ft to your walking speed.
  Mithril Core
  +1 Dexterity.
  You no longer take Disadvantage on Dexterity (Stealth)
  checks from medium armour.
  When you reach 5th level, you may add a d4 to your
  Strength (Athletics) and Dexterity (Acrobatics) checks.
  Riedran Crystal Core
  +1 Intelligence.
  You know the Mage Hand cantrip.
  When you reach 3rd level, you can cast the Shield spell
  once per day; you must finish a long rest in order to cast the
  spell again using this trait.
  When you reach 5th level, you can also cast the Enhance
  Ability spell once per day; you must finish a long rest in order
  to cast the spell again using this trait.
  Intelligence is your spellcasting ability for these spells.
  Equipoised Moonblood
  Core:
  +1 Intelligence.
  Gain resistance to radiant damage.
  When you reach 5th level, you may unpoise your core as a
  bonus action. Every creature within 15ft of you gains
  Disadvantage on attacks against you as liquid light bleeds out
  of you, covering the area in bright light and shedding dim
  light out to 30ft. Once you’ve used this ability you cannot use
  it again until taking a short or long rest.
  Adamantine Core
  +1 Strength.
  You can use your reaction to reduce damage taken by 1d8
  + Cond mod. Once you’ve used this ability you cannot use it
  again until taking a short or long rest.
  At 5th level, you count as one size larger when determining
  your carrying capacity and the weight you can push, drag, or
  lift.
  4
  
  Bronzewood Core
  +1 Strength.
  You gain Advantage on Dexterity (Stealth) rolls in
  woodland environments.
  When you reach 5th level, you may use your reaction upon
  being struck in melee by a creature within 5ft of you to sprout
  a Bronzewood spike that attacks as a versatile weapon you
  are proficient with. It deals 1d8 + Str / Dex magical piercing
  on a hit. Once you’ve used this ability you cannot use it again
  until taking a short or long rest.
  Eldritch Whorlwood
  Amber Core
  +1 Wisdom.
  You may gain Advantage on a saving throw against a spell
  or spell like effect. Once you’ve used this ability, you may not
  use it again until you have taken a short or long rest.
  At 5th level, you may expend a hit die during a Short or
  Long rest to return an item you are attuned to 1d4 charged
  (up to item’s max).
  Deep Crystal Core
  +1 Wisdom.
  When someone communicates telepathically within a
  number of feet of you equal to 10 times your level, your core
  vibrates slightly.
  When you reach 5th level, you may use your bonus action
  to wreath a melee weapon you are wielding in psionic force.
  The next melee attack you make on that turn deals an
  additional 2d6 force damage. Once you’ve used this ability
  you cannot use it again until taking a short or long rest.
  Glamercore
  +1 Charisma.
  You know the Minor Illusion cantrip.
  When you reach 3rd level, you can cast the Disguise Self
  spell once per day; you must finish a long rest in order to cast
  this spell again using this trait.
  When you reach 5th level, you can also cast the Mirror
  Image spell once per day; you must finish a long rest in order
  to cast the spell again using this trait.
  Charisma is your spellcasting ability for these spells.
  Vox Cylinder Core
  +1 Charisma.
  When you use the Help action to assist a Persuasion,
  Deception, or Insight check, roll a d4 and add it to the check’s
  result.
  When you reach 5th level, your Vox Cylinder Core feature’s
  die increases to a d6.
  5
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Warforged Workshop.pdf