Race - Warforged

The warforged are living constructs, composed of natural materials, given sentience.
Now with 5 subraces, 4 subclasses, and 2 spells.

Primal Path - Warforged Juggernaut

The warforged juggernaut is a brutish fighter. Secluding themselves from contact with non-warforged creatures and striving for perfection of self.

Druid Circle - Circle of Flora

These warforged explore their ties to nature. Embracing their roots and learning from the forest.

Sorcerous Origin - Forgeborn

Born in magical forges and equipped with a Rune Arms, magical arm cannons.

Warlock Patron - Lord of Blades

Transform your body and wreak havok to enslave the biological races.

Created by Daniel Nnorth

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2018 by Daniel Nnorth and is published under the Community Content Agreement for Dungeon Masters Guild.

Created with Homebrewry http://homebrewery.naturalcrit.com

Warforged Traits

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

Ability Score Increase. Your Constitution score increases by 1.

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. Warforged are generally taller, 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. You don't need 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. Instead of sleeping when you take a long rest, you enter an inactive state for 6 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.

Languages. You can speak, read, and write Common.

Integrated Protection. Your body has built-in protective layers, which determine your Armor Class and armor type. Choose one of these core options: adamantine, darkwood, dendritic, githsilvered, or mithril.

Core Subtypes

Adamantine Body

    Ability Score Increase. Your Strength score increases by 2.

Adamantine Plating. Your construction incorporates wood and metal, making you ill-suited for wearing armor, though you can do so if you wish. Your armored plating provides ample protection, however and you are considered armored; it gives you a base AC of 16 + your Proficiency modifier (if proficient with Heavy armor), 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.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

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 and you are considered unarmored; it gives you a base AC of 11 + your Dexterity modifier + your Proficiency modifier (if proficient with Light armor). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Fey Infusion. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Dendritic Body

    Ability Score Increase. Your Intelligence score increases by 2.

Crystaline Structure. Your construction incorporates dark living crystal nodes, making you ill-suited for wearing armor, though you can do so if you wish. Your crystaline structure provides ample protection, however and you are considered unarmored; it gives you a base AC of 11 + your Dexterity modifier + your Proficiency modifier (if proficient with Light armor), 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.

Silent Speach. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Githsilvered Body

    Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 1.

Githsilver Plating. Your construction incorporates wood and metal, making you ill-suited for wearing armor, though you can do so if you wish. Your armored plating provides ample protection, however and you are considered armored; it gives you a base AC of 12 + your Dexterity modifier (maximum of +2) + your Proficiency modifier (if proficient with Light armor). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Thought Spear. As an action, you psychically strike one creature that you can see within 60 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. You can't use this trait again until you finish a short or long rest.

The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus.

The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

2

Race | Warforged

Mithril Body

    Ability Score Increase. Your Dexterity score increases by 2.

Mithril Plating. Your construction incorporates wood and metal, making you ill-suited for wearing armor, though you can do so if you wish. Your armored plating provides ample protection, however and you are considered armored; it gives you a base AC of 13 + your Dexterity modifier (maximum of +2) + your Proficiency modifier (if proficient with Medium armor). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Silent Step. You have advantage on Dexterity (Stealth) checks made to hide.

Truesteel Body

    Ability Score Increase. Your Constitution score increases by 1, and your Strength score increases by 1.

Truesteel Plating. Your construction incorporates wood and metal, making you ill-suited for wearing armor, though you can do so if you wish. Your armored plating provides ample protection, however and you are considered armored; it gives you a base AC of 14 + your Dexterity modifier (maximum of +2) + your Proficiency modifier (if proficient with Medium armor), 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.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and addd it to the extra damage of the critical hit.

New Spells

Repair Damage

1st-level transmutation Sorcerer/Wizard


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a pinch of wood, metal or stone dust)
  • Duration: Instantanious

A construct you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or organic living creatures.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the repairing increases by 1d8 for each slot above 1st.

Divine Punishment

3rd-level necromancy (curse) Cleric, Paladin


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of incense ashes)
  • Duration: Concentration, up to 1 minute.

You point your fingers and bright light strikes a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 radiant damage and must make a Constitution saving throw. On a failed save, the target becomes cursed as long as you maintain concentration. While cursed, on each of your turns for the duration, you can use your reaction to deal 1d4 radiant damage to the target automatically. The spell ends if you use your reaction to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Each time you use your reaction to deal automatic damage after the first, the radiant damage is increased by 1d4.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd.

3

Race | Warforged

Primal Path - Warforged Juggernaut

Requirements: Warforged Adamantine Body

Armor Spikes

At 3rd level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 piercing damage on a successful grapple check. While the spikes can’t be removed, they can be affected by spells like any other weapon.

The piercing damage increases to 1d8 at 8th level and 1d10 at 16th.

Powerful Charge

Starting at 3rd level, if you move at least 20 feet straight toward a creature right before hitting it with a melee weapon attack on the same turn, the target takes an extra 1d6 bludgeoning damage and must succeed on a DC (8 + your proficiency bonus + your Strength modifier) Strength saving throw or be knocked prone.

The bludgeoning damage increases to 1d8 at 8th level and 1d10 at 16th.

You may use this ability a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Reserved

Starting at 3rd level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut has disadvantage on Insight, Deception, and Persuasion checks when interacting with humanoids.

Construct Improvement

Starting at 6th level, your hit point maximum increases by 1d4, and it increases by 1d4 every time you gain a level hereafter.

Additionally, you gain advantage on saving throws against dying, and being charmed.

Momentum

Starting at 10th level, when you hit a creature with a Powerful Charge, if the target falls prone, you may move up to 10 feet towards a nearby creature and make a single melee weapon attack as a bonus action.

Additionally, when you use Powerful Charge, add you Armor Spike damage to the damage it deals on a hit.

Construct Perfection

Starting at 14th level, when you are subject to a Sneak Attack or Critical Hit, roll a d6. On a roll of 6, the attack does not deal bonus damage. Otherwise, you only take half damage.

Self Repair

As an action, you can expend one or more uses of this ability to repair yourself. For each use you can expend on hit die and roll it. You regain a number of hit points equal to the number rolled + your Strength modifier.

You may use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

4

Primal Path | Warforged Juggernaut

Druid Circle - Circle of Flora

Requirements: Warforged Darkwood Body

Chlorokinesis

Starting at 2nd level, you gain the ability to channel natural energy directly through your body, using that energy to fuel magical effects.

When you use your Chlorokinesis, you choose which effect to create. You must then finish a short or long rest to use your Chlorokinesis again.

Beginning at 6th level, you can use your Chlorokinesis twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Speak As a bonus action, you can communicate with plant creatures that are within 30 feet of you as if you shared a common language, but you gain no magical ability to influence them. This effect lasts up to 1 minute as long as you maintain concentration.

Extend As a bonus action, you can expend one or two hit dice to increase your reach. Your reach increases by 5 feet for each hit die expended. This extended reach lasts up to 1 minute as long as you maintain concentration.

Wall As an action, you can expend one or more hit dice to create a wall of brambles. The wall extends from your body on a solid surface within 20 feet. It is 1 foot thick and is composed of up to four 10-foot by 10-foot panels. You can create one panel for each hit die expended. The wall blocks line of sight.

The wall is an object made of wood that can be damaged and thus breached. When you expend a hit die to create a wall panel, roll the die. Each panel has AC 11 and a number of hit points equal to the number rolled + your Wisdom modifier + your Proficiency bonus.

Root As an action, you can expend one or more hit dice to entangle a creature within your reach. You plunge your arms into the ground, dropping any items held, and grab a Large or smaller creature from below. The target must make a Strength saving throw. On a failed save, the target takes 1d4 bludgeoning damage and is restrained. As an action, you can crush the restrained target, who must make a Strength saving throw. It takes 1d4 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make an Athletics or Acrobatics (the target chooses the ability to use) check contested by your Athletics check. On a success, the target escapes and is no longer restrained by you.

While a creature restrained this way, your movement speed becomes 0. Your hold on a target ends early if you are knocked unconscious or you lose concentration.

The bludgeoning damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Plasticity

Starting at 2nd level, you can no longer use the Wild Shape ability to take the form of a beast. Instead, as an action, you can expend a use of your Wild Shape to temporarily grow and take on a more treelike appearance, covered with leaves and bark.

Spontaneous Growth

While under the effects of Spontaneous Growth you gain the following additional benefits:

  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 10 feet, unless the speed was lower.
  • You gain a bonus to the damage rolls of your melee weapon attacks, the bonus equals your Constitution modifier (minimum of +1)
  • Your reach increases by 5 feet.
  • You have advantage on Constitution checks and Constitution saving throws.

This enlarged form lasts until you end it as a bonus action or until you are incapacitated.

Photosynthesis

At 6th level, you start to derive sustenance from light. As an action, while standing in magical or natural sunlight, you can expend one or more hit dice and roll them up to a maximum equal to your Constitution modifier. You regain hit points equal to the number rolled plus your Wisdom modifier.

Once you use this ability, you can't use it again until you finish a short or long rest.

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.

5

Druid Circle | Circle of Flora

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

Transplant

Starting at 14th level, if you are reduced to 0 hit points and die, and a piece of your body survives, it can be transplanted and grow a new full size body. The transplant grows to half size after 30 days of being cared for, and matures fully 90 days later.

Young Transplant

While your new body is still growing you gain the following additional benefits for the duration:

  • Your size becomes Small.
  • The damage rolls of your melee weapon attacks is reduced by an amount equal to your Constitution modifier (minimum of -1)
  • Your speed increases by 5 feet.

You are unable to use your Spontanious Growth ability while in the Young Transplant form.

6

Druid Circle | Circle of Flora

Sorcerous Origin - Forgeborn

Requirements: Warforged

Magical Connection

At 1st level, you choose one type of magical damage. The damage type is used by other features.

Magical Connection
Damage Type Rune Arm Effect
Acid On a hit, the target must succeed on a Dexterity saving throw or take an additional 1d4 acid damage per sorcery point spent.
Cold On a hit, the target's speed is reduced by 10 feet until the start of your next turn.
Fire On a hit, the target must succeed on a Dexterity saving throw or take an additional 1d4 fire damage per sorcery point spent.
Force The target gains no benefit from cover for this attack.
Lightning On a hit, the target can't take reactions until the start of its next turn.
Necrotic On a hit, the target can't regain hit points until the start of your next turn.
Poison On a hit, the target must succeed on a Constitution saving throw or take an additional 1d4 poison damage per sorcery point spent.
Psychic On a hit, the target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Radiant The target gains no benefit from cover for this attack.
Thunder On a hit, the target must succeed on a Constitution saving throw or take an additional 1d4 thunder damage per sorcery point spent.

Additionally, whenever you make an Intelligence (Arcana) check, you can add your Charisma modifier to the roll.

Rune Arm

The Rune Arm is an ancient relic in the form of a heavy magic gauntlet fused to your arm at first level, with a large gem-inlaid ring around the wrist. It is capable of firing blasts of magical energy. You can make a ranged spell attack with your rune arm as an action.

You cannot fire the Rune Arm while using a shield, a two-handed weapon or if you are wielding two one-handed weapons, and any one-handed weapon held in this hand is no longer considered light for the purposes of two-weapon fighting.

Your rune arm deals 1d10 damage of the type associated with your Magical Connection. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Once you gain the Font of Magic feature, you can spend 1 or more sorcery points as a bonus action to apply the Rune Arm Effect associated with your Magical Connection for 1 minute. You can't use this ability again until you finish a short rest.

Rune Arm Attunement

Starting at 6th level, when you make a ranged spell attack with your Rune Arm you can spend 2 sorcery points to create a shaped blast. You learn Overcharge and one of the following options:

Blast

Instead of making a normal attack, you target a point up to 60 feet away that you can see, and release an exploding projectile that detonates on impact. Creatures in a 10ft radius of the impact must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage per charge spent or half as much on a successful one. You can't use this ability again until you finish a short rest.

At 14th level, the range increases to 120 feet, and the radius increases to 20 feet.

Cone

Instead of making a normal attack, you target a point up to 30 feet away that you can see, and release a 30-foot cone of magical energy. Each creature in that area must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage per charge spent or half as much on a successful one. You can't use this ability again until you finish a short rest.

At 14th level, the range increases to 120 feet, and you can create a 60-foot cone.

Line

Instead of making a normal attack, you target a point up to 30 feet away that you can see, and release a 30-foot line of magical energy that is 5 feet wide. Each creature in that line must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage per charge spent or half as much on a successful one. You can't use this ability again until you finish a short rest.

At 14th level, the range increases to 120 feet, and you can create a 60-foot line.

Nova

Instead of making a normal attack, you release a wave of magical energy. Creatures in a 10ft radius of you must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage per charge spent or half as much on a successful one. You can't use this ability again until you finish a short rest.

At 14th level, the radius increases to 20 feet.

Overcharge

You can spend one additional sorcery point for this attack. The attack deals an additional 1d10 damage for each sorcery point spent. After this attack, you are unable to charge your Rune Arm for a number of rounds equal to the number of sorcery points spent on this attack. You can't use this ability again until you finish a long rest.

At 14th level, you can spend up to three additional sorcery points for this attack.

7

Sorcerous Origin | Warforged Juggernaut

Arcane Nourishment

At 14th level, spells you cast that are associated with your Magical Connection damage type reinvigorate you. When you expend a spell slot to cast a spell that includes a roll for your Magical Connection damage type, you regain hit points equal to the slot's level + your Charisma modifier.

Rune Arm Sorcery

At 18th level, you can spend a number of Rune Arm charges as sorcery points equal to your Charisma modifier.

8

Sorcerous Origin | Warforged Juggernaut

Warlock Patron

Lord of Blades

Requirements: Warforged

Expanded Spell List

The Lord of Blades lets you choose from an expanded spell list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Lord of Blades Expanded Spells
Spell Level Spells
1st Divine Favor, Thunderous Smite
2nd Magic Weapon, Silence
3rd Blinding Smite, Divine Punishment
4th Compulsion, Confusion
5th Dominate Person, Mislead

Shifting Core

Starting at 1st level, as a bonus action, you can cause portions of your body structure to protrude and act as armor spikes and weapons. You are automatically proficient in the weapons forged directly from your own body, but not the normal weapons of the same type.

Once you have used this ability, you must finish a short or long rest before you can use it again.

When you use this ability you can choose one of the following options:

Create Weapon

You create a one-handed simple or martial weapon that replaces one of your hands. This weapon has a +1 bonus to attack rolls.

The bonus to attack rolls increases to +2 when you reach 7th level and +3 when you reach 11th level.

Armor Spikes

You grow armor spikes and gain proficiency in their use as a weapon. These armor spikes deal 1d4 piercing damage to your attacker when you are successfully hit by a melee attack. While the spikes can’t be removed, they can be affected by spells like any other weapon.

The damage your armor spikes deal increases when you reach higher levels. At 7th, they deal an extra 1d4 piercing damage to the target, and increase your Armor Class by +1. The piercing damage increases by 1d4 at 11th level.

Touch of the Mournlands

Starting at 6th level, whenever you hit a creature with an attack, roll a d4. On a 4, the target's maximum hit points are reduced by 1d8. This reduction lasts until the target finishes a short or long rest. You gain a number of temporary hit points equal to half the amount of hit points reduced (rounded down).

The amount of hit points reduced increases to 2d8 when you reach 11th level and 3d8 when you reach 16th level.

Binding Chains

Starting at 10th level, as an action, you can expend one use of this ability to make a ranged spell attack. You conjure an arcane chain out of your arm and throw it at a creature within 30 feet. On a hit, the target becomes restrained. A creature that is formless is unaffected. A creature can use its action to make a Strength saving throw with disadvantage, freeing itself or another creature on a success.

You may use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Power of the Forge

Starting at 14th level, as a reaction, when you are reduced to half your hit points or fewer you can tap into a surge of arcane energy within yourself.

For the next 3 rounds, you gain the following additional properties:

  • You gain a number of temporary hit points equal to 5 x your character level. If any of these remain when the effect ends, they are lost.
  • You have advantage on attack rolls you make with simple and martial weapons that you are proficient with.
  • When you hit a target with a weapon attack, that target takes an extra 3d8 force damage.
  • Your movement speed increases by 10 feet.
  • When you take the Attack action on your turn, you can make one additional attack.

Once you've used this feature you can't do so again until you finish a long rest.

New Eldritch Invocations

Circle of Blades

Prerequisite: 9th level, Lord of Blades

You can cast blade barrier once using a warlock spell slot. You can't do so again until you finish a long rest.

Rain of Blades

Prerequisite: 12th level, Lord of Blades

You can cast conjure volley at will, without material components by spending a hit die. Roll the die. Your maximum hit points are reduce by the number rolled. This reduction lasts until you finish a long rest

You may use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Whirlwind

Prerequisite: 7th level, Lord of Blades, Pact of the Blade

As an action, you start spinning in a torrent of blades. You gain one additional action for each creature within 5 feet of you. Those actions must be used immediately and can be used only to take the Attack action (one weapon attack only).

Each creature hit by one of these attacks must make a successful DC (8 + your Strength modifier + your Proficiency bonus) Strength saving throw or be knocked backward 5 feet.

Once you've used this feature you can't do so again until you finish a long rest.

9

Warlock Patron | Lord of Blades

Notes

http://eberronunlimited.wikidot.com/lord-of-blades

destroy or enslave all races of the flesh

hatred for mankind

Osteomancer?!

Divine Punishment (radiant damage DoT)

2

New Stuff | Warforged Juggernaut

Warforged Juggernaught (Fighter)

Requirements: Warforged Adamantine Body

Armor Spikes

At 3rd level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 piercing damage on a successful grapple check. While the spikes can’t be removed, they can be affected by spells like any other weapon.

This damage increases to 1d8 at 8th level and 1d10 at 16th.

Powerful Charge

Starting at 3rd level, if you move at least 20 feet straight toward a creature right before hitting it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage and must succeed on a DC (8 + your proficiency bonus + your Strength modifier) Strength saving throw or be knocked prone.

You may use this ability a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Reserved

Starting at 3rd level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut has disadvantage on Insight, Deception, and Persuasion checks.

Construct Improvement

Starting at 7th level, your hit point maximum increases by 1d4, and it increases by 1d4 every time you gain a level hereafter.

Additionally, you gain advantage on saving throws against dying, and being charmed.

Momentum

Starting at 10th level, when you hit a creature with a Powerful Charge, if it falls prone, you may move up to 10 feet towards a nearby creature and make a single melee weapon attack as a bonus action.

Additionally, when you use Powerful Charge, add you Armor Spike damage to the damage it deals on a hit.

Construct Perfection

Starting at 15th level, when you are subject to a Sneak Attack or Critical Hit, roll a d6. On a roll of 6, you are unaffected by the attack. Otherwise, you only take half damage.

Bull Rush. You charge forward in a straight line up to your speed creating a path 5 feet wide. Each creature in that line must make a Dexterity saving throw. A creature takes 1d8 bludgeoning damage on a failed, or half as much damage on a successful one.

If a creature takes damage this way, it must make a Strength saving throw. A creature is pushed 10 feet in a random direction and is knocked prone on a failed save, or 5 feet in a direction they choose on a successful one.

Self Repair

As an action, you can expend one or more uses of this ability to cast the repair damage spell as a 1st level or higher spell without using a material component.

You may use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Forgeborn Scrap

  • Rune Arm (Magical Cannon, Spell Storing)
  • Long rest ritual to imbue arm with spells
  • Number of spell slot levels available increases with level
  • Sorcery Point costs? (to imbue/recharge)
  • expend charges as sorcery points 1/long rest?

The Rune Arm is an ancient relic in the form of a heavy magic gauntlet fused to your arm, with a large gem-inlaid ring around the wrist. It is capable of firing blasts of magical energy. In order to do so, it must first be charged by reaching over with your other hand and starting the ring spinning (an object interaction). Once it's spinning, it gains one charge immediately, then another charge at the beginning of the wielder's turn each round after that. Continuing to charge it requires an object interaction each round. If the user doesn't spend this action to charge it, it stops gaining charges, requiring a move action to start it charging again. Charges will fade over time; While not being charged, the Rune Arm loses 1 charge every X rounds, where X is the Rune Arm's Tier.

It can hold a maximum number of charges at any time equal to its Tier + your proficiency modifier. The Rune Arm has a bonus to your spell attack rolls equal to its Tier. Rune Arms can only hold a stable charge equal to their Tier. When it has a number of charges equal to its tier (Or below, but not above), the rune arm does not suffer from instability (see below).

Rune Arms don't hinder your ability to use two-handed weapons, but they cannot be fired while using a shield in the hand wearing the Rune Arm (Doing so would just blast the shield), and if you make an offhand attack with a weapon in the hand wearing the Arm, you can't make an additional offhand attack with the Arm.

You gain a ranged spell attack that you can use with the attack Action, as long as it has at least one charge. The attack has a range of 60 feet. You add your spell attack modifier to its attack rolls. Its damage is of the type chosen for your magical connection, the attack deals one dice of damage per charge it contains, and its damage die is a d4 (Tier I). This die changes as you gain sorcerer levels, d6 at 5th level (Tier II), d8 at 8th level (Tier III), d10 at 11th level (Tier IV), d12 at 17th level (Tier V).

Once fired, the weapon must charge before it can be fired again. However, the weapon can become unstable. If it is charged past its Stable Charge, fired, and then charged again within 1d4 rounds of being fired (or of being used for one of the spellcasting functions; See below), each round it is charged, the wielder must make a Wisdom saving throw (DC = 12 + The Rune Arm's Tier) or it deals damage equal to the damage it would currently deal if fired to all creatures in a 5-foot radius of the wielder, including the wielder, and everyone in that radius (except the wielder) must make a Dexterity saving throw (DC equal to the Save DC for the Wisdom saving throw) for half damage (Thus if a Tier III Rune Arm had 5 charges and the Wielder failed his Will save at the beginning of his turn when the Rune Arm gained its 6th charge, it would deal 6d8 Force damage in a 5-foot radius centered on the wielder).

Take 2

The Rune Arm is an ancient relic in the form of a heavy magic gauntlet fused to your arm at first level, with a large gem-inlaid ring around the wrist. It is capable of firing blasts of magical energy. In order to do so, it must first be charged by reaching over with your other hand and starting the ring spinning (an object interaction). Once it's spinning, it gains one charge immediately, then another charge at the beginning of your turn each round. Continuing to charge it requires concentration. Charges will fade over time if not being charged, the Rune Arm loses 1 charge every 2 rounds.

It can hold a maximum number of charges at any time equal to its Tier + your proficiency modifier. The Rune Arm grants a bonus to your spell attack rolls equal to its Tier. Rune Arms can only hold a stable charge equal to their Tier. When you expend the charges from a Rune Arm that is charged above its Tier it can become unstable, roll 1d20 for each charge above its Tier. On a roll of 18 to 20 it becomes unstable, each creature within a 5-foot radius must make a DC X Dexterity saving throw. Taking 1d10 damage of the type based on your Magical Connection for each charge past its Tier on a failed save, or half as much on successful one. You take full damage without a save.

Rune Arms don't hinder your ability to use two-handed weapons, but they cannot be fired while using a shield in the hand wearing the Rune Arm (Doing so would just blast the shield), and any one-handed weapon held in this hand is no longer considered light for the purposes of two-weapon fighting.

You gain a ranged spell attack that you can use with the attack Action, as long as it has at least one charge. The attack has a range of 60 feet. You add your spell attack modifier to its attack rolls. Its damage is of the type chosen for your Magical Connection, the attack deals one dice of damage per charge it contains, and its damage die is a d4 (Tier I). This die changes as you gain sorcerer levels, d6 at 5th level (Tier II), d8 at 8th level (Tier III), d10 at 11th level (Tier IV), d12 at 17th level (Tier V).

Rune Arm Affinity

Starting at 6th level, you can spend 2 of your Rune Arm charges to gain Damage Resistance for 1 minute, of the damage type associated with your Magical Connection.

Additionally, when you make a ranged spell attack with your Rune Arm you can spend 2 sorcery points to create a shaped blast. Choose from one of the following options:

Landforged Walker (Ranger)

Requirements: Warforged

3, 7, 11, 15

Circle of Flora/Circle of the Land

Bladeforged (Paladin?)

Requirements: Warforged

Spellcarved Soldier (Fighter?)

Eldritch Knight/Runesmith tweak?

https://mfov.magehandpress.com/2016/10/tattooed-monk.html

Warforged Contraption (Rogue)

Requirements: Warforged Mithril Body

Body Augmentation

At 3rd level, you start to modify your body with different parts. You gain the Stomach Compartment augment and one other body augment of your choice. You can't have more than one body augment for each part of the body (Arms, Head, Legs, Torso). You gain one additional body augmentation of your choice at 9th, 13th, and 17th level.

Body Augments

Stomach Compartment Hoard Gullet (1/3 bag of holding)

advantage on skill checks made with tools

Torso

  • Displacement Field (3rd) Displacer Beast trait
  • cloak of shadows (9th)

Arms

  • extending arms (3rd)
  • summon swarm of construct insects (able to manipulate objects, unseen servant/mage hand ish)
  • arcane shield

Legs

  • increased movement speed (tabaxi ability)
  • standing leap
  • Darkvision?

New Creatures

Atog (Nibbler + Rust Monster)

small creature, eats metal (rust monster), regeneration, enlarge/reduce (if it has eaten, stacking benefit?)