Warforged
Warforged were designed to be the perfect construct warrior. Unlike many of their mechanical kin, they were designed to be extremely versatile units capable of self autonomy, a trait that many other constructs such as golems do not possess.
Designed for War
Warforged were designed with many specializations in mind. Some were designed to function as foot soldiers, shock troopers, assassins, spies, envoys, or even generals. Although they were designed to operate in combat to some degree, many were uniquely modified to perform a particular tactical specialization. .
A New Purpose
Despite their initial purpose as machines of war, many warforged have sought to find purpose in their existence outside of combat. Many have found use for their skills for a variety of occupations, while others have embarked on expeditions to find opportunities in new lands. Others have embraced their affinity towards combat and serve as bodyguards or mercenaries.
Warforged Types
Although most warforged are constructed using common metals such as steel or iron, warforged designs have been known to vary depending on the region.
Adamantine Warforged
These warforged are one of the rarest of all warforged, only rivaling that of their mithral kin. Despite their name, very few adamantine warforged are made completely of adamantine due to its rarity and difficulty to forge. Instead, many warforged possess other alloys to supplement its form, especially around its joints and less armored regions. However, these warforged still possess enough adamantine that grants them superior durability over the rest of their kin as they are resistant to most forms of conventional weapons.
Ironwood Warforged
Ironwood warforged are believed to be creations of ancient druidic societies to created construct warriors to defend their forest homelands. These warforged were crafted of special wood that is as hard as steel. Despite it rigid form, it is perfectly suited to blending into the surrounding forests and can even repair itself when exposed to sunlight.
Silver Warforged
Silver warforged were created as a weapon against supernatural entities such as fey, fiends, therianthropes, and undead. Due to their silver forms, they are naturally resistant to many of the harmful spells that these creatures can cast. Additionally, their silver lined weapons are able to efficiently penetrate their defenses and even counter the regenerative abilities of these creatures.
Mithral Warforged
Mithral warforged are designed using one of the lightest, yet extremely durable metal known as mithral. Thanks to their light frame, even the largest and heavily armored of warforged is able to move quickly without revealing its location. This metal also possess the unique ability to reflect spell effects, completely protecting the warforged from harm.
Stone Warforged
Stone warforged are a relatively common variant of warforged (nearly as common as the metallic variants). In fact, many believe stone warforged were the first type of warforged to be created and were later replaced by the metallic variants. Stone warforged are especially known for their considerable strength and endurance.
Runic Warforged
Runic warforged were largely modeled after golems to create a perfect hybrid, a humanoid and golem. These warforged possess several runes that make up its armored hide. These runes are able to ward it against any harmful spells, while also empowering its abilities with pure magical energy.
Necrocraft Warforged
Necrocraft warforged are remnants from conflicts that involved rampant necromancy. These warforged were created as the perfect soldier that possessed the many advantages of an undead while being immune to their weaknesses to the divine. As these warforged are powered by the souls of the dead, they were the ideal troop for large scale engagements, as each death only rejuvenated these constructs.
Warforged Specializations
As weapons of war, each warforged was designed with a unique tactical specialization in which that individual was particularly adept. Because of this, warforged battalions were some of the finest military forces on the Material Plane.
Warforged Enforcer
Warforged enforcers were created, primarily designed as peacekeepers. They are equipped with often non-lethal weaponry that enables them to detain their opponents with ease. They also possess enhanced sensors that alert them at the first sign of danger.
Warforged Nautilus
The warforged nautilus was designed for aquatic military campaigns and naval combat. They are perfectly suited for underwater combat and have special sensors that allows them to easily navigate the murky depths of the sea.
Warforged Aerialist
Warforged aerialists are an specialize in all forms of aerial combat. These warforged were created as a response against aerial enemies such as aarakocra, fiends, dragons, and other creatures with the ability to fly. Their magical core is the source of their propulsion and allows them to easily outmaneuver their opponents as well as quickly evade attacks while airborne.
Warforged Assassin
Warforged assassins were designed to sneak past enemy lines to eliminate high priority targets. Thanks to their specialized plating, they are able to engage in hit-and-run tactics to stay outside the reach of their opponents. Warforged assassins are extremely skilled opponents on the battlefield, specifically targeting high priority threats on the battlefield with a flurry of strikes while their opponent is distracted by other enemies.
Warforged Triage
Warforged triaged are designed to be the perfect battlefield medic. They have special sensors that allow them to identify wounded allies to administer aid. However, they are also equipped to defend themselves, using needle-like blades to sedate or debilitate their opponents.
Warforged Juggernaut
Warforged juggernauts are colossal warforged known for their uncanny strength and endurance for their size. These warforged are often used a shock troops to break down enemy fortifications. Thanks to their sheer strength, they are able to plow through enemy front lines using their hammer fists. Their heavy cannons are able to keep enemies at bay with their short range explosions.
Warforged Vanguard
Warforged vanguards are the most common specialization of warforged. They primarily serve as foot soldiers. A unit of warforged vanguards are an elite fighting force with very few equals among the humanoid races.
Warforged Scout
Warforged scouts are designed to swiftly move ahead their main force to identify enemy movement and tactics. They possess advanced sensors that allow them to see in the dark and over long distances. Additionally, they have been equipped with special servos that allow them to traverse nearly any terrain with little difficulty. In combat, this makes them especially hard to pin down, as they are able to slip out of a combat fray with little difficulty.
Warforged Sharpshooter
Warforged sharpshooters have been created to be expert marksmen. In combat, they prevent their allies from be flanked or outmaneuvered, using their keen aim to pick off high priority threats.
Warforged Spellslinger
Although many warforged were designed for martial combat, a select few were designed to be arcane war machines. Spellslingers are powered by an internal spellcore that enables them to create spell effects. Spellslingers often function as artillery troops for many battalions, barraging their enemies with spellfire.
Warforged Bladestorm
Warforged bladestorms are an advanced design that possess four limbs instead of the standard two. In combat, these warforged are able to erupt into a storm of blades, cutting down anyone in its path. Thanks to their advanced mobility and awareness, the bladestorm is able to engage multiple opponents at a time, deflecting their attacks while skewering them with their own counterattack.
Warforged Phalanx
Whereas the bladestorm was designed as the ultimate killing machine, the warforged phalanx was designed to be the ultimate defender. Just like the bladestorm, the phalanx possess four limbs, two of which are equipped with shields. The warforged phalanx is able to bash its opponents with these shields, temporarily disorienting them. They are also used to protect their allies from harm, using their lightning reflexes to use their shields to deflect incoming attacks.
Warforged Warcaster
Warforged warcasters are an elite specialization of the warforged spellslinger. Thanks to their advanced spell core, they are able to harness greater amounts of magical energy to generate incredibly powerful spells. They also have the ability to push the traditional limits of mortal spellcasting as they are able to unleash a volley of spells in quick succession, quickly decimating enemy forces in a matter of seconds.
Warforged Commanders
Warforged commanders are elite troops, typically used to command entire battalions or to operate in teams as an elite special forces team. These warforged are known for their clever tactics to minimize casualties and to eliminate their enemies as efficiently as possible. Coupled with their martial prowess, warforged commanders can prove to be challenging opponents for even the most seasoned of adventurers.
Warforged Goliath
Warforged goliaths are towering constructs that are used as living siege engines. They possess two platforms built into its form where individuals are able to fire ballista and other heavy weapons onto other troops. Goliaths possess a devastating hammer fist and cleaver blade that are capable of crashing through the sturdiest of fortifications or shield walls. However, it most potent weapon is its heavy cannon that acts as a long range mortar to soften enemy lines and defenses to allow for their primary force to advance unhindered.
Vulnerable Underbelly
Although its incredible size grants it many advantages, it is especially vulnerable to attacks underneath it. Despite being heavily armored all over, the goliath has very few defenses to counter creatures underneath it. As a result, the goliath rarely advances beyond the front lines, using its smaller allies to protect its otherwise unprotected underbelly.
Clever Colossus
However, the greatest strength of the goliath is their intellect. Despite their role as war machines, goliaths are not merely a simple-minded golem. Warforged hulks will use their environment to gain a tactical advantage and to protect their support troops. Oftentimes, these goliaths have been known to sacrifice themselves, so the main force can retreat or to buy time for decisive tactics that could change the tides.
Warforged Hulk
Warforged hulks are believed to be the apex of magitech innovation. These colossal constructs can tower nearly 100ft. tall rivaling the size of the largest of dragons and titans. One warforged hulk is equivalent to a walking fortress and is capable of wiping out entire battalions under a barrage from its heavy cannons. Like the smaller goliath, the hulk is equipped with nearly a dozen of platform from which its allies can fire heavy weaponry such as ballistas onto their opponents.
Dormant Hulks
Due to the immense destructive potential and the considerable amount of energy to power these entities, many warforged hulks like dormant until their services are required. Many serve as the silent guardians of cities, only awakening in the time of a dire threat. Others are ancient relics from ancient wars long gone. Others simply have sought solitude to gain a better understanding of their place in the world, much like many other warforged, now that war and destruction are no longer their purpose.
Mechanical Gods
Some warforged hulks have forged sanctuaries for warforged and other constructs. In their quest to find their true purpose, these warforged hulks believe that it is their new purpose to help other constructs and magical automatons find their true purpose, one that is defined by themselves and not that of their creators.
Adamantine Warforged
- Damage Resistances Bludgeoning, Piercing, and slashing damage from non-adamantine attacks
Powerful Build The warforged counts as one size larger for the purposes of carry, pushing, shoving, and lifting.
Adamantine Weapons Your attacks count as adamantine for the purposes of overcoming resistance and immunity
Impervious Upon being hit with a critical hit, the warforged takes normal damage instead.
Ironwood Warforged
Forest Camouflage The warforged has advantage on Dexterity (Stealth) checks while lightly obscured by ample plant life.
Minor Regeneration If the warforged starts its turn in sunlight, it regain 5 hitpoints. It can only benefit from this feature if it has at least 1 hitpoint and has not taken fire dmaage on its turn.
Silver Warforged
Silvered Protection The warforged has advantage on saving throws against be charmed
Silvered Strikes The warforged's attacks counts as magical for the purposes of overcoming resistance and immunity
Immutable Form The warforged is immune to effects or spells that would change its form against their will
Mithral Warforged
- Skill Proficiencies Stealth
- Damage Resistances Bludgeoning, Piercing, and slashing damage from non-adamantine attacks
Spell Turning The warforged has advantage on saving throws against any spell that targets only the warforged (not an area). If the warforges’s saving throw succeeds, the spell has no effect on the warforged and instead targets the caster.
Stone Warforged
- Condition Immunities Petrified
Powerful Build The warforged counts as one size larger for the purposes of carry, pushing, shoving, and lifting.
Endurance Upon failing a Constitution saving throw, the warforged takes half damage. On a successful saving throw, the warforged takes none.
False Appearance While motionless, the warforged is indistinguishable from a statue
Runic Warforged
- Challenge Rating Increases by 1
Magical Resistance The warforged has advantage on saving throws against spells and magical effects.
Magical Attacks The warforged's attacks count as magical for the purposes of overcoming resistance.
Necrocraft Warforged
Damage Resistances Necrotic
Undying Soul Upon dropping to 0 hitpoints, the Warforged can make a Constitution saving throw equal to half the damage dealt(minimum 10). Upon a success, the warforged regains 1 hitpoint instead. It cannot benefit from this feature if it takes radiant damage on it turn.
Reactions
Soul Power Upon reducing a creature to 0 hitpoints, the warforged gains 10 temporary hitpoints
Warforged Enforcer
Medium humanoid, Any Alignment
- Armor Class 15 (Natural Armor )
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +5, Perception +4, Survival +4
- Damage Resistances Poison
- Senses passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 2(450 xp)
Vigil The warforged has advantage on Wisdom (Perception) checks and cannot be surprised.
Constructed Nature The warforged has no need for food, drink, or air.
Defender If the warforged hits a creature with an attack, that creature suffers disadvantage on all attacks against against any creature other than the enforcer
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Training The warforged has advantage on initiative
Disarm When the warforged deals a critical hit against a Medium or smaller creature, that creature immediately drops any thing it holding
Actions
Multiattack. The warforged makes two attacks with its stun mace. It can substitute any number of stun mace attacks for its manacle launcher
Stun Mace Melee Weapon Attack: +4 to hit, Range 5ft., one target. Hit: 10 (1d16+4) bludgeoning damage. Upon a hit, a target must succeed a DC 12 Constitution saving throw or become stunned for one minute. Stunned ceatures can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Manacle Launcher Ranged Weapon Attack: +4 to hit, Range 30/60ft., one target. Hit: 6 (1d6+2) bludgeoning damage. Upon a hit, a Medium or smaller creature is grappled and restrained (escape DC 12).
Warforged Nautilus
Medium humanoid, Any Alignment
- Armor Class 15 (Natural Armor )
- Hit Points 45 (6d8+18)
- Speed 30ft., swim 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +5, Perception +4, Survival +4
- Damage Resistances Poison
- Senses darkvision 60ft., passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 2(450 xp)
Aquatic Combatant The warforged has advantage on attack rolls against creatures that do not possess a natural swimming speed.
Agile Swimmer The warforged can swim outside a creature reach without provoking attacks of opportunity.
Constructed Nature The warforged has no need for food, drink, or air.
Echolocation If the warforged has blindsight up to 60ft. while underwater, however it cannot benefit from this feature while deafened.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Sea Legs The warforged has advantage on saving throws against being knocked prone
Tactical Training The warforged has advantage on initiative
Actions
Multiattack. The warforged makes two attacks with its trident spear. It can substitute any number of trident spear attacks for a harpoon launcher
Trident Spear Melee Weapon Attack: +5 to hit, Range 10ft., one target. Hit: 8 (1d8+3) piercing damage.
Harpoon Launcher Ranged Weapon Attack: +4 to hit, Range 120/240ft., one target. Hit: 8 (1d10+2) piercing damage. Upon dealing a critical hit with weapon, creatures are considered to be restrained (escape DC 13)
Warforged Aerilist
Medium humanoid, Any Alignment
- Armor Class 16 (Natural Armor )
- Hit Points 60 (8d8+24)
- Speed 30ft., 60ft. fly
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
- Skills Acrobatics +5, Perception +4, Survival +4
- Damage Resistances Poison
- Senses darkvision 60ft., passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 4(1100 xp)
Airborne Evasion While airborne, whenever the warforged fails a Dexterity saving throw, it takes half damage and none on a success.
Flyby The warforged can fly outside a creature's reach without provoking attacks of opportunity
Skydive If the warforged flies at least 30ft. down and makes an armblade attack on its turn, it can deal an additional 14(3d8) to the total damage
Constructed Nature The warforged has no need for food, drink, or air.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Training The warforged has advantage on initiative
Actions
Multiattack. The warforged makes two attacks with its armblade. It can substitute any number of armblade attacks for a hand cannon attack
Arm Blade Melee Weapon Attack: +5 to hit, Range 5ft., one target. Hit: 8 (1d8+3) slashing damage.
Hand Cannon Ranged Weapon Attack: +5 to hit, Range 120/240ft., one target. Hit: 8 (2d4+3) piercing damage.
Bonus Actions
Skyjet Core While airborne, the warforged can use its bonus action to take the Dash action.
Reaction
Aerial Evasion While airborne, if a creature moves within 5ft. of the warforged, it can use its reaction to move up to half its movement speed to a spot it can see in range.
Warforged Assassin
Medium humanoid, Any Alignment
- Armor Class 16 (Natural Armor )
- Hit Points 60 (8d8+24)
- Speed 30ft., 60ft. fly
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 11 (+0)
- Skills Stealth +8, Sleight of Hand +6, Perception +4,
- Damage Resistances Poison
- Senses passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2 Challenge 4(1100 xp)
Sneak Attack The warforged deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the warforged that isn't incapacitated and the warforged doesn't have disadvantage on the attack roll. It can only benefit from this feature once on its turn
First Strike If the warforged has advantage on attack rolls against creatures that are surprised and have not acted yet in combat.
Constructed Nature The warforged has no need for food, drink, or air.
Lethal Strike The warforged deals a critical hit on a 19-20. Upon dealing a critical hit, it can triple the damage die.
Opportunistic Strike When the warforged take the Attack action against a creature that suffers from one of the following conditions, blinded, deafened, paralyzed, poisoned, prone, restrained, or stunned, it can make one additional weapon attack as part of that action.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Training The warforged has advantage on initiative
Actions
Multiattack. The warforged makes three attacks with its armblade. It can substitute any number of its armblade attack for a hand cannon.
Arm Blade Melee Weapon Attack: +6 to hit, Range 5ft., one target. Hit: 6 (1d6+3) slashing damage.
Hand Cannon Ranged Weapon Attack: +6 to hit, Range 120/240ft., one target. Hit: 8 (2d4+3) piercing damage.
Bonus Actions
Stealth Plating The warforged can use its bonus action to Hide, even when slightly obscured.
Warforged Triage
Medium humanoid, Any Alignment
- Armor Class 15 (Natural Armor)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 15 (+2)
- Skills Medicine +6, Survival +4
- Damage Resistances Poison
- Senses passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 2(450 xp)
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Life Saver The warforged can roll for the maximum value on its healing spells if a creature if it uses a healing spell on a creature within 0 hitpoints.
Mending Triage The warforged's healing spells can effect constructs and grant them additional temporary hitpoints equal to the amount of hitpoints recovered.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Training The warforged has advantage on initiative
Vitality Sensors The warforged can determine if a creature within 60ft. of it that it can see suffers from one one the following conditions: blinded, deafened, diseased, paralyzed, or poisoned.
Spellcasting
The warforged is a 6th level caster. Charisma is its spellcasting modifier and its spell save DC is 12, with a +4 to hit on spell attacks. It has the following spells prepared:
- Cantrips Toll the Dead, Spare the Dying, Mending
- 1st Level Spells(4/long rest) Cure Wounds, Ray of Sickness, Inflict Wounds
- 2nd Level Spell(3/long rest) Lesser Restoration, Healing Word
- 3rd Level Spell(2/long rest) Mass Healing Word, Aura of Vitality
Actions
Multiattack. The warforged can cast a spell and make one attack with a sedative of its choice
Sedative Needle Melee Weapon Attack: +4 to hit, Range 5ft., one target. Hit: 4 (1d4+2) piercing damage. Upon a hit, the target must succeed a DC 14 Constitution saving throw or take 7(2d6) poison damage and fall unconscious. On a successful saving throw, creatures take half damage and are otherwise unaffected. Creatures remain unconscious for 10 minutes or until it is damaged or a creature uses its action to wake it up.
Vile Needle Melee Weapon Attack: +4 to hit, Range 5ft., one target. Hit: 4 (1d4+2) piercing damage. Upon a hit, the target must succeed a DC 14 Constitution saving throw. On a failed saving throw, creatures take 7(2d6) poison damage and are poisoned until the end of its next turn. On a successful saving throw, creatures take half damage and are not poisoned
Reactions
Emergency Healing When a creature within 30ft. of the triage is reduced to 0 hitpoints, it can use its reaction to to cast a healing spell on that creature. The warforged can move up to its movement speed to use this ability.
Warforged Juggernaut
Medium humanoid, Any Alignment
- Armor Class 17 (Natural Armor)
- Hit Points 85 (10d8+40)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +5, Perception +4, Survival +4
- Damage Resistances Poison
- Senses passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 4(1100 xp)
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Spiked Armor If a creature grapples or hits the warforged with a melee weapon attack while within 5ft. of it, it takes 3(1d4) piercing damage.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Training The warforged has advantage on initiative
Powerful Build The warforged counts as one size larger for the purposes of carrying, pushing, and lifting.
Siege Monster The warforged deals double damage to buildings and objects
Actions
Multiattack. The warforged makes two attacks with its Hammer Fist. it can substitute any number of Hammer Fist attacks for a Heavy Cannon
Hammer Fist Melee Weapon Attack: +6 to hit, Range 5ft., one target. Hit: 11 (2d6+4) bludgeoning damage. Upon a hit, the target must succeed a DC 14 Strength saving throw or be knocked prone.
Heavy Cannon Ranged Weapon Attack: +6 to hit, Range 60/120ft., one target. Hit: 14 (4d4+4) piercing damage. Upon a hit, the target must succeed a DC 14 Strength saving throw or be pushed back 10ft.
Warforged Vanguard
Medium humanoid, Any Alignment
- Armor Class 17 (Natural Armor + shield)
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +5, Perception +4, Survival +4
- Damage Resistances Poison
- Senses passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 3(700 xp)
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Tactical Training The warforged has advantage on initiative
Battle Formation The warforged has advantage on attack rolls against a creature if at least one of the warforged's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tactical Strike Once per turn, the warforged can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the warforged that isn't incapacitated.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Actions
Multiattack. The warforged makes two attacks with its armblade. It can substitute any number of armblade attacks for a hand cannon attack.
Arm Blade Melee Weapon Attack: +5 to hit, Range 5ft., one target. Hit: 10 (1d8+3) slashing damage.
Hand Cannon Ranged Weapon Attack: +4 to hit, Range 60/120ft., one target. Hit: 7 (2d4+2) piercing damage.
Reactions
Shield Deflection When a creature within 5ft. of the warforged is targeted with an attack, it can use its reaction to cause that attack to have disadvantage. If the attack still hits, the target takes half damage instead.
Warforged Scout
Medium humanoid, Any Alignment
- Armor Class 17 (Natural Armor)
- Hit Points 39 (6d8+12)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +4, Acrobatics +6, Stealth +6, Perception +4, Survival +4
- Damage Resistances Poison
- Senses darkvision 60ft., passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 3(700 xp)
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Tactical Training The warforged has advantage on initiative
Keen Senses The warforged has advantage on Intelligence (Investigation) and Wisdom (Perception) checks
Skirmisher's Strike When the warforged hits a creature with an attack, it can move outside that creature's reach without provoking opportunity attack
Ambush Strike The warforged has advantage on attack rolls against creatures that are surprised or have not taken a turn in combat. While these conditions are met, the warforged can make one additional armblade or hand cannon attack as part of its Attack action
Land Stride The warforged can travel through non-magical difficult terrain without expending additional movement.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Actions
Multiattack. The warforged makes three attacks with its armblade. It can substitute any number of armblade attacks with a hand cannon
Arm Blade Melee Weapon Attack: +6 to hit, Range 5ft., one target. Hit: 9 (1d8+4) slashing damage.
Hand Cannon Ranged Weapon Attack: +6 to hit, Range 60/120ft., one target. Hit: 9 (2d4+4) piercing damage.
Bonus Actions
Skirmisher's Escape The Warforged can use its bonus action to Dash
Warforged Sharpshooter
Medium humanoid, Any Alignment
- Armor Class 17 (Natural Armor)
- Hit Points 65 (10d8+20)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +4, Acrobatics +6, Stealth +6, Perception +4, Survival +4
- Damage Resistances Poison
- Senses darkvision 60ft., passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 3(700 xp)
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Tactical Training The warforged has advantage on initiative
Keen Senses The warforged has advantage on Intelligence (Investigation) and Wisdom (Perception) checks
Sharpshooter When the warforged can ignore penalities on its ranged attacks due to range. It can also ignore half and three-fourth's cover
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Actions
Multiattack. The warforged makes two with its double hand cannon.
Double Hand Cannon Ranged Weapon Attack: +6 to hit, Range 600ft., one target. Hit: 14 (4d4+4) piercing damage.
Bonus Actions
Keen Aim As a bonus action, the Warforged can grant itself advantage on its next ranged weapon attack. Its movement speed is reduced to 0 until the start of its next turn.
Reactions
Suppressing Fire When a creature with range makes a ranged attack against the warforged or an ally within 30ft. of it, the warforged can use its reaction to hand cannon strike.
Warforged Spellslinger
Medium humanoid, Any Alignment
- Armor Class 15 (Natural Armor)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 15 (+2)
- Skills Arcana +4, Survival +4, Perception +4
- Damage Resistances Poison
- Senses passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +2
- Challenge 4(1100 xp)
Battle Casting The warforged has advantage on saving throws to maintain concentration on spell effects.
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Rune Plating While concentrating on a spell effect, the warforged can add its Charisma modifier to its AC and saving throws.
Spellcore The warforged's body counts as its spellcasting focus. Whenever it rolls damage for its spell effects, it can add its Charisma modifier to the total damage roll.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
War Caster When the warforged makes an opportunity attack, it can choose to cast a spell.
Tactical Training The warforged has advantage on initiative
Spellcasting
The warforged is a 6th level caster. Charisma is its spellcasting modifier and its spell save DC is 12, with a +4 to hit on spell attacks. It has the following spells prepared:
- Cantrips Firebolt, Booming Blade, Eldrich Blast, Ray of Frost
- 1st Level Spells(4/long rest) Shield, Magic Missile, Burning Hands
- 2nd Level Spell(3/long rest) Invisibility, Scorching Ray
- 3rd Level Spell(2/long rest) Fireball, Lightning Bolt, Counterspell, Dispel Magic
Actions
Multiattack. The warforged can cast a spell and make one attack with its armblade
Arm Blade Melee Weapon Attack: +4 to hit, Range 5ft., one target. Hit: 7 (1d8+2) slashing damage.
Warforged Warcaster
Medium humanoid, Any Alignment
- Armor Class 16 (Natural Armor)
- Hit Points 108 (12d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 18 (+4)
- Skills Arcana +8, Perception +7, Survival +7
- Damage Resistances Poison
- Senses passive Perception 17
- Languages Common, and one language of choice
- Proficiency Bonus +4
- Challenge 9(5000 xp)
Battle Casting The warforged has advantage on saving throws to maintain concentration on spell effects.
Dauntless The warforged has advantage on saving throws against being frightened.
Constructed Nature The warforged has no need for food, drink, or air.
Rune Plating While concentrating on a spell effect, the warforged can add its Charisma modifier to its AC and saving throws.
Spellcore The warforged's body counts as its spellcasting focus. Whenever it rolls damage for its spell effects, it can add its Charisma modifier to the total damage roll.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
War Caster When the warforged makes an opportunity attack, it can choose to cast a spell.
Tactical Training The warforged has advantage on initiative
Spellcasting
The warforged is a 12th level caster. Charisma is its spellcasting modifier and its spell save DC is 16, with a +8 to hit on spell attacks. It has the following spells prepared:
- Cantrips Firebolt, Booming Blade, Eldrich Blast, Ray of Frost
- 1st Level Spells(4/long rest) Shield, Magic Missile, Burning Hands
- 2nd Level Spell(3/long rest) Invisibility, Scorching Ray
- 3rd Level Spell(3/long rest) Fireball, Lightning Bolt, Counterspell, Dispel Magic, Haste
- 4th Level Spell(3/long rest) Fire Shield, Wall of Fire, Summon Construct
- 5th Level Spell (2/long rest) Animate Objects, Bigby's Hand, Cone of Cold, Conjure Volley
- 6th Level Spells (1/long rest) Blade Barrier, Chain Lightning, Disintegrate
Actions
Multiattack. The warforged can cast a spell and make one attack with its armblade
Arm Blade Melee Weapon Attack: +8 to hit, Range 5ft., one target. Hit: 11 (2d6+4) slashing damage.
Spell Break(Recharge 5-6) Upon casting a spell that deals damage, the warforged can choose to treat the damage as its maximum value instead of rolling.
Bonus Actions
Spell Surge(Recharge 5-6) The warforged can cast a spell with a casting time of an action as a bonus action. If the warforged cast a leveled spell as its action, it is able to cast a spell of any level while using this specific feature.
Warforged Bladestorm
Medium humanoid, Any Alignment
- Armor Class 16 (Natural Armor )
- Hit Points 75 (10d8+30)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +5, Perception +4, Survival +4
- Damage Resistances Poison
- Senses darkvision 60ft., passive Perception 14
- Languages Common, and one language of choice
- Proficiency Bonus +3
- Challenge 5(1800 xp)
Constructed Nature The warforged has no need for food, drink, or air.
Dauntless The warforged has advantage on saving throws against being frightened.
Multi-limbed When the warforged uses its reaction to make an attack of opportunity, it can make two arm blade attacks instead of one as part of that reaction.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Reactive The warforged can take a reaction at the end of every creatures turn
Tactical Training The warforged has advantage on initiative
Actions
Multiattack. The warforged makes four attacks with its armblade
Armblade Melee Weapon Attack: +6 to hit, Range 5ft., one target. Hit: 10 (2d6+3) piercing damage.
Blade Storm(Recharge 5-6) Creatures in a 5ft. radius around the warforged must succeed a DC 14 Dexterity saving throw. On a failed saving throw, creatures take 28 (8d6) slashing damage and half as much on a successful saving throw.
Reactions
Parry If a creature hits the warforged with a melee weapon attack, the warforged can grant itself a +2 bonus to its AC. If this causes the attack to miss, the warforged can make two armblade attacks as part of that action
Warforged Phalanx
Medium humanoid, Any Alignment
- Armor Class 21 (Natural Armor )
- Hit Points 75 (10d8+30)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 11 (+0)
- Skills Athletics +7, Perception +5, Survival +5
- Damage Resistances Poison
- Senses darkvision 60ft., passive Perception 15
- Languages Common, and one language of choice
- Proficiency Bonus +3
- Challenge 6(2300 xp)
Constructed Nature The warforged has no need for food, drink, or air.
Dauntless The warforged has advantage on saving throws against being frightened.
Defender When the warforged hits a creature with an attack, the target suffers disadvantage on attack rolls against all creatures except the warforged.
Evasion If the warforged fails a Dexterity saving throw that fails a saving throw against an effect that deals damage, it takes half damage. On a successful saving throw, it takes no damage.
Multi-limbed When the warforged uses its reaction to make an attack of opportunity, it can make two armblade or shield bash attacks instead of one as part of that reaction.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Reactive The warforged can take a reaction at the end of every creatures turn
Tactical Training The warforged has advantage on initiative
Actions
Multiattack. The warforged makes four attacks: two with its armblade and two with its Shield Bash
Armblade Melee Weapon Attack: +7 to hit, Range 5ft., one target. Hit: 10 (1d10+4) slashing damage.
Shield Bash Melee Weapon Attack: +7 to hit, Range 5ft., one target. Hit: 7 (1d4+4) bludgeoning damage. Upon a hit, the target must succeed a DC 15 Strength saving throw or be pushed back 5ft.
Reactions
Shield Defense If the warforged or a creature within 5ft. of the warforged is targeted with an attack, the warforged can cause that attack to suffer disadvantage. If the attack still hits, it deals half damage instead.
Warforged Commander
Medium humanoid, Any Alignment
- Armor Class 17 (Natural Armor )
- Hit Points 102 (12d8+48)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 15 (+2) 17 (+3) 16 (+3)
- Saving Throws Str +7, Dex +6, Con +7
- Skills Athletics +7, Perception +6, Survival +6
- Damage Resistances Poison
- Senses passive Perception 16
- Languages Common, and one language of choice
- Proficiency Bonus +3
- Challenge 8(3900 xp)
Constructed Nature The warforged has no need for food, drink, or air.
Defiance The warforged has advantage on saving throws against being frightened. If the warforged is frightened, it gains 10 temporary hitpoints at the start of each of its turns while it is not incapacitated.
Martial Overdrive (Recharge 5-6) When the warforged finished its turn, it can take one additional turn immediately after it.
Martial Flurry Once on each of its turn, if the warforged has advantage on an attack roll, it can make one additional weapon attack as part of that Attack action.
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Strike Once per turn, the warforged can deal an extra 11 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the warforged that isn't incapacitated.
Tactical Training The warforged has advantage on initiative
Actions
Multiattack. The warforged can make three attacks on its turn. The warforged makes three attacks with its armblade. It can substitute any number of armblade attacks with a hand cannon
Extending Arm Blade Melee Weapon Attack: +7 to hit, Range 10ft., one target. Hit: 11 (2d6+4) slashing damage. Upon a hit, a Medium or smaller target is pulled 10ft. swords the commander.
Hand Cannon Ranged Weapon Attack: +6 to hit, Range 120/240ft., one target. Hit: 13 (4d4+3) piercing damage.
Bonus Actions
Tactical Command The warforged can grant a creature of its choice within 30ft. advantage on its next attack roll, ability check, or saving throw until the end of its next turn.
Reactions
Martial Perfection Upon missing an attack roll, the warforged can use its reaction to make another attack against that creature.
Warforged Goliath
Huge Construct, Any Alignment
- Armor Class 19 (Natural Armor)
- Hit Points 138 (12d12+72)
- Speed 30ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 23 (+6) 15 (+2) 14 (+2) 15 (+2)
- Saving Throw Str +10, Con +10, Int +6, Cha +6
- Skills Athletics +10, Perception +6, Survival +6
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Deafened, Diseased, Exhausted Frightened, Paralyzed, Unconscious
- Senses passive Perception 16
- Languages Common, and one language of choice
- Proficiency Bonus +4
- Challenge 12 (8400 xp)
Armored Chassis When creatures on the warforged platforms are force to make a Dexterity saving throw, it takes half damage on a failed saving throw and none on a successful saving throw
Battle Colossus The warforged has two platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.
Constructed Nature The warforged has no need for food, drink, or air.
Dauntless The warforged has advantage on saving throws against being frightened.
Exoskeleton The warforged can reduce damage taken by 5
Warforged Resilience The warforged has advantage on saving throws against being poisoned. The warforged is immune to being put to sleep or diseased.
Tactical Training The warforged has advantage on initiative
Titanic Demise When the warforged is reduced to 0 hitpoints, creatures in its form and within 10ft. of it must succeed a DC 18 Dexterity saving throw. On a failed saving throw, creatures take 22 (4d10) bludgeoning damage and are knocked prone.
Titanic Frame The warforged has advantage on Strength and Dexterity saving throws.
Titanic Form The warforged can move through the spaces of Medium or smaller creatures without needing spending additional movement.
Siege Monster The warforged deals double damage to buildings and objects
Vulnerable Underbelly Additionally, Medium and smaller creatures can enter its space without expending additional movement. While in this space, attacks from these creatures have advantage.
Actions
Multiattack. The warforged makes two attacks: one with its hammer fist and one with its cleaver
Hammer Fist Melee Weapon Attack: +11 to hit, Range 10ft., one target. Hit: 29 (4d10+7) bludgeoning damage. Upon a hit, the target must succeed a DC 19 Strength saving throw or be knocked prone.
Cleaver Melee Weapon Attack: +11 to hit, Range 10ft., one target. Hit: 33 (4d12+7) bludgeoning damage. Upon a critical hit, the damage die is tripled.
Heavy Cannon Creatures in a 20ft. radius around a spot the warforged can see within 240ft. of it must succeed a DC 19 Dexterity saving throw. On a failed saving throw, creatures take 20 (8d4) piercing damage + 20(8d4) fire damage. On a successful saving throw, creatures take half damage
Bonus Actions
Stomp Creatures within in a 10ft. radius and 10ft. high column in the warforged's space must succeed a DC 19 Dexterity saving throw. On a failed saving throw it take 18 (4d8) bludgeoning damage and is considered restrained and prone. A creature remains restrained until the warforged until it uses its Stomp again or moves. A restrained creature or a creature within 5ft. of it can attempt to free itself using its action with a DC 26 Strength check. On a success, creatures are no longer resrrained and are relocated to an unoccupied spot within 5ft. of it.
Warforged Hulk
Gargantuan Construct, Any Alignment
- Armor Class 23 (Natural Armor)
- Hit Points 492 (24d20+240)
- Speed 60ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 20 (+5) 19 (+4) 21 (+5)
- Saving Throws Str +19, Con+19, Int +14, Cha +14
- Skills Athletics +19, Perception +13
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Deafened, Diseased, Exhausted Frightened, Paralyzed, Unconscious
- Senses passive Perception 23
- Languages Common, and one language of choice
- Proficiency Bonus +9
- Challenge 29 (135000 xp)
Armored Chassis When creatures on the warforged's platforms are force to make a Dexterity saving throw, it takes half damage on a failed saving throw and none on a successful saving throw
Battle Colossus The warforged has 16 platforms built into its chassis where one Large or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.
Constructed Nature The warforged has no need for food, drink, or air.
Endurance When the warforged is forced to make a Dexterity saving throw, it takes half damage on a failed saving throw and none on a successful saving throw
Exoskeleton The warforged can reduce damage taken by 10
Legendary Resistance(3/day) Upon failing a saving throw, the warforged can choose to succeed. Upon using this feature, it can fire its Heavy Cannon
Immutable Form The warforged is immune to any spell or effect that would change its form
Tactical Training The warforged has advantage on initiative
Titanic Demise When the warforged is reduced to 0 hitpoints, creatures in its form and within 10ft. of it must succeed a DC 18 Dexterity saving throw. On a failed saving throw, creatures take 59 (9d12) bludgeoning damage and are knocked prone.
Titanic Frame The warforged has advantage on Strength and Dexterity saving throws.
Titanic Form The warforged can move through the spaces of Large or smaller creatures without needing spending additional movement.
Siege Monster The warforged deals double damage to buildings and objects
Vulnerable Underbelly Additionally, Large and smaller creatures can enter its space without expending additional movement. While in this space, attacks from these creatures have advantage.
Actions
Multiattack. The warforged makes four attacks: one with its hammer fist and one with its cleaver. It can also make two Heavy Cannon attacks
Hammer Fist Melee Weapon Attack: +19 to hit, Range 10ft., one target. Hit: 43 (6d10+10) bludgeoning damage. Upon a hit, the target must succeed a DC 28 Strength saving throw or be knocked prone.
Cleaver Melee Weapon Attack: +19 to hit, Range 10ft., one target. Hit: 49 (6d12+10) bludgeoning damage. Upon a critical hit, the damage die is tripled.
Heavy Cannon Creatures in a 20ft. radius around a spot the warforged can see within 600ft. of it must succeed a DC 28 Dexterity saving throw. On a failed saving throw, creatures take 22 (4d10) piercing damage + 22(4d10) fire damage. On a successful saving throw, creatures take half damage.
Barrage(Recharge 5-6) Creatures in a 300ft. cone must succeed a DC 28 Dexterity saving throw. On a failed saving throw, creatures take 44 (8d10) bludgeoning damage +44(8d10) fire damage.
Bonus Actions
Stomp Creatures within in a 20ft. radius and 20ft. high column in the warforged's space must succeed a DC 28 Dexterity saving throw. On a failed saving throw it take 27 (6d8) bludgeoning damage and is considered restrained and prone. A creature remains restrained until the warforged until it uses its Stomp again or moves. A restrained creature or a creature within 5ft. of it can attempt to free itself using its action with a DC 28 Strength check. On a success, creatures are no longer restrained and are relocated to an unoccupied spot within 5ft. of it.
Legendary Actions(3/turn)
The warforged hulk can take three legendary actions on each round. It can only take one legendary action at a time and can only take it at the end of a creatures turn. It regains all expended legendary actions at the start of each of its turn.
Earth Shaker(1 action) Creatures in 30ft. radius around the hulk must succeed a DC 28 Dexterity saving throw or be knocked prone. The hulk can move up to its movement speed to a spot that it can see in range.
Stomp(1 action) The hulk can make a Stomp attack against a creature in its space
Reload( 2 actions) The hulk can reroll a d6 to regain its barrage
Resilience(3 actions) The hulk can end one spell effect or condition on itself
A special Thanks to my Patrons
Mythic Patrons
Marcella V.
Marshmellow Owlbear
Jake C.
The Emcredible
Terra Nova
Kandros Vashtet
Shrike
Camden
Legendary Patrons
Daniel M.
Eddie
Sir Prize
Steven K.
Epic Patrons
Brad E. , Jordan B
Flamerules3, Vincent
Alex D, Aaron S.
Captain Blackwood. Jacob S.
Razi R., Damien T.
Tallon M., Peter R.
Douglas B., John B.
Nathan S.
Joseph L.
Sexydoughboy
Cyptossarian
Andrew W.
Glenn S.
Andrew C.
Justin R.
Ilheath
Particle Man
Art Credits
Cover Art: Craig J. Spearing
Warforged Hulk: Svetlin Velinov
Warforged Triage: Magali Villeneuve
Warforged Spellslinger: Julian Kok
Warforged Warcaster: Johannes Voss
Warforged Commander: Daniel Ljunggren
Warforged Goliath: Mike "Daarken" Lim
Watercolor Stains: Jared Ondricek
Back Cover Art: Lius Lasahdio
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