Warforged

* Ability Scores: +2 and a +1
* Size: Medium
* Languages: You speak Common and one language of your Choice.
* Speed: 30ft
* Constructed Resiliance: You were created to have remarkable fortitude, represented by the following 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.

### Feat List

Intrigrated Protection [1]

* Prerequisites: None
* You gain a +1 bonus to Armor Class.
* You can don only armor with which you have proficiency. To don armor other than a shield, 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, the armor incorporated into your body can't be removed against your will.

Practical Design [1]

* Prerequisites: None
* You can cast the spell "Borrowed Knowledge" for free once per long rest.

Specialized Design [1]

* Prerequisites: None
* You gain 1 Skill of your choice, and 1 Tool Proficiency of your choice.

Intigrated Tool [1]

* Prerequisites: None
* Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.

Iron Fists [1]

* Prerequisites: None
* When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.

Swift [1]

* Prerequisites: None
* You gain 5ft movement speed.

Programmed Warrior [1]

* Prerequisites: None
* You gain proficiency in Light Weapons, and Light Armour.

Mend Wounds [5]

* Prerequisites: None
* As an action you can touch yourself or a construct and heal it for 2d6+2 hitpoints, you can do this a number of times equal to your prof mod per long rest.

Elemental Core [5]

* Prerequisites: None
* Choose 1 of the following damage types (Fire, Lightning, Cold) When you are dealt damage of the following damage type, as a reaction you can give yourself resistance to that damage type.

Constructed [5]

* Prerequisites: None
* You gain resistance to poison damage and you have advantage on saving throws to give you the poisoned condition.

Emergency Measures [9]

* Prerequisites: None
* When you are reduced to 0 hitpoints, roll 2d8, a 60ft sphere centered on you of glowing light explodes from your body, the effects are based on your allignment.
* Good: All allies within range gain hitpoints equal to the roll.
* Nuetral: All allies within range gain half the roll (rounded up) in temp hitpoints.
* Evil: All enemies within range take damage equal to the roll.

Spell Absorber [9]

* Prerequisites: None
* You can cast "Counter Spell" once per long rest for free, using any mental stat as your spell Dc.

Cleansing Routine [13]

* Prerequisites: None
* As a bonus action, you can cause any of the following conditions on yourself to end (Poisoned, Paralyzed, Frightened, Charmed), you can do this once per short rest.