TEXT: WGtE Warforged, Revised | VDP  -  1
  Warforged Traits
  Your warforged character has the following traits.
  Ability Score Increase. Your Strength, and Constitution 
  scores each increase by 1.
  Age. A typical warforged is between two and thirty years 
  old. The maximum lifespan of the warforged remains 
  a mystery; so far, warforged have shown no signs of 
  deterioration due to age.
  Alignment. Most warforged take comfort in order and 
  discipline, tending toward law and neutrality, but some 
  have absorbed the morality-or lack thereof-of the beings 
  they served with.
  Size. Your size is Medium. Most warforged stand between 
  5 and 7 feet tall.
  Speed. Your base walking speed is 30 feet.
  Warforged Resilience. You were created to have 
  remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being 
  poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breath (but can do so if 
  you wish.)
  • You don’t need to sleep and don’t suffer the effects of 
  exhaustion due to lack of rest, 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 unconcious and you can see and hear as normal.
  Integrated Protection. Your body has built-in protective 
  layers, which can be used to determine your Armor Class. 
  You can use your Constitution modifier in place of your 
  Dexterity modifier to determine your AC, unless your AC 
  already includes your Constitution modifier (such as the 
  Barbarian’s Unarmored Defense).
  In addition, when you aren’t wearing armor, your AC is 
  15 + your Constitution or Dexterity modifier (your choice, 
  a maximum of 2). You can use your natural armor to 
  determine your AC if the armor you wear would leave you 
  with a lower AC. A shield’s benefits apply as normal while 
  you use your natural armor.
  Languages. You can speak, read, and write Common.
  Subrace. Warforged are purpose built and come in 
  several different configurations. Choose one of the 
  following subraces: envoy, juggernaut, or skirmisher.
  Envoy
  As an envoy, you were designed with a certain specialized 
  function in mind. You might be an assassin, a healer, or 
  an entertainer, to name a few possibilities. Envoys are the 
  rarest of the warforged subraces, and yours could be a 
  unique design.
  Ability Score Increase. One ability score of your choice 
  increases by 1.
  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 are proficient 
  with. This tool is integrated into your chassis, 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
  You’re an imposing war machine built for close combat 
  and raw might. You tower over your comrades; juggernaut 
  warforged stand between 6 and 7 feet in height and can 
  weigh up to 450 pounds.
  Ability Score Increase. Your Strength score increases by 1.
  Iron Fists. When you hit with an unarmed strike, you can 
  deal 1d6 + your Strength modifier bludgeoning damage, 
  instead of the normal damage for an unarmed strike.
  Powerful Build. You count as one size larger when 
  determining your carry capacity and the weight you can 
  push, drag, or lift.
  SkirmiShEr
  You were built to scout the edges of battle and outmaneuver 
  your enemies. You are lean and designed for speed.
  Ability Score Increase. Your Dexterity score increases by 1.
  Swift. Your walking speed increases by 5 feet.
  Darkvision. You have a form of infravision sight, enabling 
  you to see especially well in the dark. 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.
  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. (See chapter 8 of the Player’s Handbook 
  for information about travel pace.)
  intEgratEd WEapon (WarforgEd racE fEat)
  Prerequisite: Warforged
  You can equip your chassis to integrate a weapon, in a similar 
  way to integrating armor. During a long rest, you can choose 
  one weapon in your possession that you are proficient with 
  and integrate it. You cannot be disarmed of this weapon, and 
  can draw and stow it (once each) as a free action on your 
  turn (provided you have a free hand to hold it.)
  If you choose to integrate a magic weapon this way, 
  it retains all of its benefits. If the weapon requires 
  attunement, you must attune to it first and it continues to 
  require attunement while it is integrated with you. If you 
  unattune with this weapon, it remains integrated but you 
  gain no benefit until you attune to it again.
  Ronald Wenneker (order #15810444)
  
  2  -  WGtE Warforged, Revised | VDP
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  WGtE Warforged, Revised Copyright 2018, Vorpal Dice Press; Author Steve Fidler.
  Ronald Wenneker (order #15810444)
  
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