Warforged

The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.

Traits

Your Warforged character has a number of traits in common with all other Warforged.

Ability Score Increase. Your Constitution score increases by 1.

Age.

Alignment. Neutral

Size. Warforged are generally broader and heavier than humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Embeddable Arms. A warforged may attatch a weapon or shield to one or both of their arms. This adds the effect that the warforged may not be disarmed, but he also cannot use that hand. It takes 1 minute to attach or detach an item. You may attach a one handed melee weapon, shield, or hand crossbow that you are proficient with.

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. 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.

Darkwood Body

Ability Score Increase. Your Wisdom score increases by 2.

Darkwood Carapace. Your construction incorporates darkwood vines and bark, making you ill-suited for wearing armor, though you can do so if you wish. Your wooden carapace provides ample protection, however; it gives you a base AC of 15 + your Dexterity modifier (maximum of +2), and you have disadvantage on Dexterity (Stealth) checks. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Circle of Flora

Requirements: Warforged Darkwood Body

Chlorokinesis

Starting at 2nd level, telepathy with plants

Plasticity

Starting at 2nd level, you can no longer take the form of a beast using wild shape. Instead you can expend a use of wild shape to do one of the following:

  • cast enlarge/reduce on self
  • entangling arms
  • extending arms
  • slam fists
  • vine shell
  • vine wall

Photosynthesis

At 6th level, you start to derive sustenance from light. You regain hit points every 10 minutes, while standing in magical or natural sunlight. You regain hit points equal to 1d8 + your Wisdom modifier. If you lose a body part, it will regrow and return to full functionality after 1d6 + 1 days if you spend at least 4 hours a day in magical or natural sunlight.

Rejuvinating Pollen

Starting at 10th level, you are able to release a rejuvinating pollen into the area surrounding you. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your druid level x 5.

As an action, you release pollen into a 15-foot radius area centered on you and draw power from the pool to restore a number of hit points to any creature within the area, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your healing pool to cure a target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons on multiple targets with a single use of Rejuvinating Pollen, expending hit points separately for each one.

As a bonus action on your turn, you can expend one spell slot and gain a number of hit points to replenish the healing pool equal to the slot's level.

Spell Slot Level Healing Pool Hit Points
1st 4
2nd 6
3rd 10
4th 12

Spell Slot Level Healing Pool Hit Points
5th 14
6th 18
7th 20
8th 22
9th 26

14