The Sleep of Reason Produces Monsters
Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature—living constructs.
Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies. Earlier warforged models are true constructs; some of these remnants of the Last War appear in monstrous varieties, such as the warforged titan.
Personality: The warforged were made to fight in the Last War, and they continue to fulfill their purpose with distinction. They fight fiercely and usually without remorse, displaying adaptability impossible for mindless constructs. Now that the war has ended, the warforged seek to adapt to life in this era of relative peace. Some have settled easily into new roles as artisans or laborers, while others wander as adventurers or even continue fighting the Last War despite the return of peace.
Physical Description: Warforged appear as massive humanoids molded from a composite of materials—obsidian, iron, stone, darkwood, silver, and organic material—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.
Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.
Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another.
Relations: As the warforged strive to find a place in society for themselves after the Last War, they simultaneously struggle to find ways to relate to the races that created them. In general, the humanoid races of Khorvaire regard the warforged as an unpleasant reminder of the brutality of the Last War and avoid dealing with them when possible.
In Thrane and Karrnath, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war. Throughout the rest of Khorvaire, they have freedom but sometimes find themselves the victims of discrimination, hard-pressed to find work or any kind of acceptance. Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters.”
Lands: Warforged originated in Cyre before its destruction and have no homeland. Most of them have dispersed across Khorvaire, laboring as indentured servants in Korth, Atur, and Flamekeep, or struggling to find work and acceptance in Sharn or Korranberg. A few congregate in the Mournland, attempting to build a new warforged society free from the prejudice and mistrust of the older races.
Dragonmarks: The warforged never possess dragonmarks.
Religion: Just as most warforged are not inclined to align themselves with any particular moral or ethical philosophy, few show much interest in religion. Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind. A larger number gravitate to a messianic figure called the Lord of Blades. This powerful leader gathers a cult-like following of disaffected warforged by preaching a return to the Mournland and rebellion against the “weak-fleshed” races.
Language: Warforged speak Common, since they were designed to communicate with their (mostly human) creators and owners.
Names: Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.
Adventurers: Adventuring is one way that warforged can fit into the world—at least as well as any adventurer ever fits in. In the wilds of Xen’drik, the ancient continent of secrets, few people care whether you were born or made, as long as you can help keep your companions alive. A fairly large number of warforged choose an adventuring life to escape from the confines of a society they didn’t create and at the same time engage in some meaningful activity.
Warforged Racial Traits
+2 Strength, +2 Constitution, –2 Wisdom: Warforged are resilient and powerful, but they have difficulty understanding other creatures.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Warforged have a base speed of 30 feet.
Composite Plating: The plating used to build a warforged provides a +2 natural armor bonus to AC. Also due to their unusual physical construction, warforged are vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor even if he is not. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. A warforged is also considered a ferrous creature and takes damage from spells such as rusting grasp and a rust monster’s rust attack. Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), warforged count as both humanoids and constructs. Warforged are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
Magical Sustenance: As living constructs warforged do not need to eat, or breathe, but they can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
Natural Weapon: A Warforged has a slam attack that deals 1d4 points of damage.
Repair Dependent: Warforged cannot heal lethal damage on their own. Warforged damaged remain thus until repaired. Repairing a warforged requires a DC 15 Craft (armor, carpentry, jewelry, leather, locks, sculptures or stonemasonry) check; this takes two hours and the warforged regains 2 hit points, plus 2 additional hit points for every 5 points by which the skill check succeeds. Warforged are not healed through normal, divine healing or channeled energy, but may be healed by specialized spells such as repair construct (see below) or by make whole which repairs 3d6 hit points of damage.
Stable anatomy: Warforged anatomy does not include anything that could be considered a vital fluid, as such they have no risk of dying from conditions involving blood loss. A warforged reduced to 0 hit points is disabled, just like a living creature. He can only take a single move or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than his constitution score, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
Swordtrained: Having been designed as manufactured soldiers warforged received extensive training in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Wakeful mind: Warforged do not need to sleep, although a warforged wizard must rest for 8 hours before preparing spells.
Languages: Warforged begin play speaking Common. Warforged do not gain any bonus languages for having high intelligence scores.