Warforged

**Warforged** are unique amongst the races of Ygdren in that they are almost entirely manufactured, the result of experimental artifice blended with arcane study to create effectively sapient clockwork humanoids. The secret to their design is lost to time as their original creator, Clovis Lingenhall (a member of the College of Artifice), never divulged his methods. They were created for a war that was over before they ever saw use, and since then have co-habited with gnomes in Zandaran and its colonies, fulfilling a number of roles in society ranging from armed forces to adept engineers in their own right.

## Description

Warforged have an exterior of wood plates reinforced with steel, and an interior that is largely clockwork, along with an internal network of rubbery tubes that run throughout the whole body like blood vessels. These tubes are filled with a Selesta-based alchemical concoction that serves to lubricate and replenish the arcane energy that powers their systems, specifically the Personality Core in the centre of their head. This core contains a fragment of personality, an advanced enchantment created by Clovis Lingenhall that mimics sapience, and also provides the blueprints necessary for the internal systems of the warforged in question to repair themselves.

Warforged faces loosely resemble that of a human, although with a toothless jaw, heavy brow lone, and generally lacking noses and hair. Each warforged has a unique identifier engraved into the back of their skull, usually one word that was assigned to them on their original creation. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes.

## Culture & Society

Warforged have no real society or culture of their own. They have taken up a number of roles wherever they make their homes, most commonly alongside their creators: gnomes. Some are servants or laborers, while others use their innate fortitude to become guards or mercenaries. A large number still serve as part of the defensive garrisons of Zandaran and its colonies. Not needing to eat or sleep, and often finding little use for coin, most warforged only desire shelter and a purpose, though there are certainly exceptions.

Warforged appear unyielding and tireless, to the point that appearing exhausted is often considered impressive for one of their kind. Mechanically, they are incredibly advanced, and the blueprints inside their Personality Cores have evolved to the point of continually restructuring and reordering their internals to become more efficient. Many have tried to study warforged and failed to make heads or tails of their mechanics, and most have by this point simply resigned it to an unexplained miracle of engineering. Since the enchantments are so complex and no record on their making exists, new Personality Cores cannot be constructed, and each time a warforged is utterly destroyed, it is a permanent loss. The race, over time, has therefore inescapably dwindled. That being said, the Personality Cores are extremely durable, and it is generally the case that the body of the warforged is destroyed while the core remains. In such cases, retrieved cores can be reconstructed into a full form by other warforged themselves, provided sufficient material and time.

Aside from the utter destruction of their Personality Core, in theory, warforged cannot die. However, they are subject to a unique condition that is considered by them to be akin to death. This phenomenon, known as Dissociative Personality Rejection, is thought to stem from whatever latent part of Clovis Lingenhall's psyche powers the personality cores, which will with age begin to reject the mechanical body it is assigned to. The condition is ultimately "fatal", and will abruptly cause a complete and utter reset of the Personality Core, wiping all memories and starting from scratch, aside from the bootstrap systems that allow the warforged to perform its basic functions. Resets can also occur upon severe trauma to the internal workings of the warforged, in which case the Personality Core will power down to preserve itself, shutting off all non-basic functions.

Most warforged have undergone a number of resets already. To mark this, they generally keep track of their resets alongside their identifiers, having names such as: Caliban-8 (they have undergone 7 resets and are on their 8th "lifespan"), or Verity-22 (they have undergone 21 resets and are on their 22nd "lifespan"). The Personality Core itself keeps record of these resets as part of its basic functions, so a warforged always knows how many times they have been reset. Unfortunately, each reset degrades the enchantment that powers the core, and will leave behind ghost prints of previous lives as well as holes in the structure of the core, leading warforged that have undergone a large number of resets to be very forgetful and sometimes even mentally unstable. Eventually, the Personality Core degrades to the point of becoming unsalvageable, and the warforged will simply power down for the last time and remain lifeless, finally losing all semblance of their selves.

## Properties

### Envoys

* ***Ability Score Increase.*** Your Constitution score increases by 1, and two different ability scores of your choice increase by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Constructed Resilience.*** Your creature type is *Construct*. 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 are immune to disease.
	+ You don’t need to eat, drink, or breathe.
	+ You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. Not sleeping for long periods of time will however invoke wear and tear.
* ***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 defensive layers, which determine your armour class. You gain no benefit from wearing armour, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
* ***Self Repair.*** You know the *mending* spell, and can cast it on yourself without components. If the *mending* spell is cast on you, you can expend a Hit Die to regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You can cast *mending* on yourself in this way while unconscious, but this requires expending 2 Hit Die while only gaining hit points from 1 of them.
* ***Integrated Tool.*** 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.

### Juggernauts

* ***Ability Score Increase.*** Your Constitution score increases by 1, and your Strength score increases by 2.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Warforged Resilience.*** Your creature type is *Construct*. 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 are immune to disease.
	+ You don’t need to eat, drink, or breathe.
	+ You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. Not sleeping for long periods of time will however invoke wear and tear.
* ***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 defensive layers, which determine your armour class. You gain no benefit from wearing armour, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
* ***Self Repair.*** You know the *mending* spell, and can cast it on yourself without components. If the *mending* spell is cast on you, you can expend a Hit Die to regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You can cast *mending* on yourself in this way while unconscious, but this requires expending 2 Hit Die while only gaining hit points from 1 of them.
* ***Iron Fists.*** You can use your plated fists to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

### Skirmisher

* ***Ability Score Increase.*** Your Constitution score increases by 1, and your Dexterity score increases by 2.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 35 feet.
* ***Warforged Resilience.*** Your creature type is *Construct*. 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 are immune to disease.
	+ You don’t need to eat, drink, or breathe.
	+ You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. Not sleeping for long periods of time will however invoke wear and tear.
* ***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.
* ***Self Repair.*** You know the *mending* spell, and can cast it on yourself without components. If the *mending* spell is cast on you, you can expend a Hit Die to regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You can cast *mending* on yourself in this way while unconscious, but this requires expending 2 Hit Die while only gaining hit points from 1 of them.
* ***Integrated Protection.*** Your body has built-in defensive layers, which determine your armour class. You gain no benefit from wearing armour, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

### Integrated Protection

Integrated Protection allows you to have a base level of armour at all times, with none of the disadvantages of sleeping in armour or having to purchase new sets of better gear. You can enchant your integrated protection with +1, +2, or +3 benefits, as well as any other enchantments that can feasibly be applied to normal armour.

In each case below, if you are proficient with the type of armour in question you add **half your proficiency bonus (rounded down)** to the base armour class listed in the table.

 Composite Plating
 Heavy Plating