Eberron Rising From the Last War

(Nancy Kaufman) #1
WA RFORGED NAMES
Most warforged were assigned numerical designations
for use in military service. Many of them adopted nick­
names, often given to them by their comrades. As inde­
pendent individuals, some have chosen new names as
a way to express their path in life. A few take on human
names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade,
Blue, Bow, Cart, Church, Crunch, Crystal, Dagger,
Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak,
Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven,
Shield, Slash, Smith, Spike, Temple, Va ult, Wall

WA RFORGED TRAITS


Yo ur warforged character has the following traits. A few
of the traits give you a choice; consider how your choice
reflects the purpose for which your character was built.
Ability Score Increase. Yo ur Constitution score in­
creases by 2, and one other ability score of your choice
increases by 1.

CHAPTER l I CHARACTER CREATION

Age. A typical warforged is between two and thirty
years old. The maximum warforged lifespan remains
a mystery; so far, warforged have shown no signs of
deterioration due to age. You are immune to magical ag­
ing effects.
Alignment. Most warforged take comfort in order and
discipline, tending toward law and neutrality. But some
have absorbed the morality, or lack thereof, of the beings
with which they served.
Size. Your size is Medium. To set your height and
weight randomly, start with rolling a size modifier:
Size modifier= 2d6
Height = 5 feet + 10 inches+ your size modifier in inches
Weight in pounds= 270 + (4 x your size modifier)
Speed. Yo ur base walking speed is 30 fe et.
Constructed Resilience. You were created to have
remarkable fortitude, represented by the follow­
ing benefits:
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.


  • You don't need to eat, drink, or breathe.

  • You are immune to disease.

  • You don't need to sleep, and magic can't put
    you to sleep.
    Sentry's Rest. When you take a long rest, you must
    spend at least six hours in an inactive, motionless state,
    rather than sleeping. In this state, you appear inert, but
    it doesn't render you unconscious, and you can see and
    hear as normal.
    Integrated Protection. Your body has built-in defen­
    sive layers, which can be enhanced with armor:

  • You gain a +l bonus to Armor Class.
    You can don only armor with which you have profi­
    ciency. To don armor, you must incorporate it into
    your body over the course of 1 hour, during which you
    remain in contact with the armor. To doff armor, you
    must spend 1 hour removing it. You can rest while
    donning or doffing armor in this way.

  • While you live, your armor can't be removed from your
    body against your will.
    Specialized Design. You gain one skill proficiency
    and one tool proficiency of your choice.
    Languages. You can speak, read, and write Common
    and one other language of your choice.

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