The warforged were built to fight a war in Ostrov long ago. The first warforged were mindless automatons, but crafters devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A Warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

Aside from a select few A typical Warforged is between two and thirty years old. The maximum lifespan of the Warforged remains a mystery; so far, however they do require occasional maintenance depending on their environment, activities, and last time they were maintained.1) They are immune to magical aging effects.

The Fire Giants of Nabilhime were renowned for crafting all sorts of war machines for the great city however when inspiration came to make something more Akin to life they made their work secret. Forging 3 great clay based Warforged.
Zyllis's body was manufactured by the Fire Giants of Nabilhime. Created by giving life to a skeleton of Mithril. The clay silver dust, Marble based clay imbued with unicorn blood and a large empty amythyst Soul-stone. The body was created not as a warrior but as a friend, a Protector of the people.
a Warforged is something greater then a simple construct they can think feel and live as almost any other creature but as with any imitation Warforged are not a perfect recreation of life and so have some flaws, normally relating to lack of emotional response.

Transformation

Deep bellow, in the abyssal lakes were only dead gods and unholy powers reside Zyllis finds the sword of a long forrgotten god. Through its power changes zyllis to be more and less than he once was.

Physical Appearance

  • Ability Score:
    Your Charisma score increases by 2, and one other ability score (Strength) of your choice increases by 1.
  • Creature Type:
    Your classified as a Construct.
  • Lifespan:
    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. You are immune to magical aging effects.
  • 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 with which they served.
  • Size: [6]
    Your size is Large. Large characters have a few things to consider when playing, several restrictions and benefits as listed bellow.
    • Armor: You can’t wear armor made for creatures smaller than you by normal means.
    • Hit Dice: Your Hit Die increases by one step.
    • Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
    • Availing Arms: You can wield a two-handed melee weapon in one hand, and when you wield a weapon with the versatile property in one hand, you use the larger die for damage rolls.
    • Strength in Size: you gain a +5 to your strength checks, Athletics and saving throws.
    • Cover less: terrain that would grant 1/2 cover grants you no cover, while 3/4 cover grants 1/2 cover and so on.
  • Warforged Size modifiers
    • Size modifier = 2d6
    • Large Modifier = x2
    • Height = 5 feet + 10 inches + your size modifier in inches x2
    • Weight in pounds = 270 + (4 x your size modifier) x2
  • Speed:
    Your base walking speed is 40 feet.
  • Languages:
    You can speak, read, and write Common and one other language of your choice.
  • Constructed 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 don’t need to eat, drink, or breathe.
    • You are immune to disease.
    • 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 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 enchanced with armor.
    • You gain a +1 bonus to Armor Class.
    • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must 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, your armor can't be removed from your body against your will.
  • Specialized Design
    You gain one skill proficiency and one tool proficiency of your choice.
    Arcana, Medical Tools

1)
Every 10-20 years in harsh or strenuous conditions, 50+ normally
  • character/valefor/species.txt
  • Last modified: 15 months ago
  • by Cinder