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## **Warforged Variants**
Version 1.0
By Morgan's Brews ([Tumblr](www.morgansbrews.tumblr.com))
Many other types of warforged exist, beyond the traditional metal and stone constructs. This document provides two new variant races for warforged. Since they are variants, and
not
subraces, certain features are removed or replaced from the original warforged race. Each variant also has some entirely new features.
### Verdure Warforged While many warforged have organic components, verdure warforged are almost entirely composed of plant matter. Throughout history, druidic magic has created these constructs to defend natural areas. More recently, innovative artificers have experimented with other materials for warforged, other than the traditional metals, such as plants. Regardless, verdure warforged have a natural affinity towards the natural world, making use of their organic plant bodies. \columnbreak
#### Modified Features The following features are modified: **Ability Score Increase.** Your Wisdom score increases by 2, and your Constitution score increases by 1. **Integrated Protection.** Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, 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. | Mode | Prerequisite | Armor Class | |:-------------------------------:|:-------------:|:----------------------:| | Plant matter core (unarmored) | none |11 + your Dexterity modifier| | Firmwood plating (armor) | Medium armor proficiency|13 + your Dexterity modifier (maximum of 2)| | Hardroot plating (armor) | Heavy armor proficiency|16; disadvantage on Dexterity (Stealth) checks |
#### Removed Features The following features are removed: **Warforged Resilience.** **Subrace.** #### New Features You gain the following additional features: **Floral Composition.** Being composed almost entirely of plant matter provides you with the following benefits: - As long as you have access to at least an hour of sunlight a day, you do not need to eat. Artificial and magical light will suffice, but after 1 week you will need to be exposed to sunlight or risk starving. - You have advantage on Dexterity (Stealth) checks when hiding in foliage and plantlife. - 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. **Nature's Messenger.** You can magically communicate basic ideas and emotions to plantlife. You also gain the ability to understand simple ideas and emotions of plants, allowing you to have very basic conversations. In addition, you gain proficiency in the Nature skill. **Verdant Spells.** You learn one cantrip of your choice from the Druid spell list. In addition, whenever you finish a long rest, you can choose 1st level spell from the druid spell list. You can cast that spell once at 1st level, and regain the ability to do so after a long rest. Your spellcasting ability for these spells is Wisdom.
\pagebreak ### Glass Warforged While glass might seem like a strange choice for building a construct, the name doesn't usually mean that the warforged is made of common glass. A careful combination of magically attuned crystals and modified glassblowing technique results in a material that's perfect for channeling the arcane. Glass warforged are often created with artistic taste in mind, since they can be crafted in a way that is quite aesthetically pleasing. While this style obviously lacks the defensive capabilities of its fellow constructs, glass warforged can be terrifyingly adept at wielding magic. #### Modified Features The following feature is modified: **Ability Score Increase.** Your Constitution, Intelligence, and Charisma scores all increase by 1. #### Removed Features The following features are removed: **Integrated Protection.** **Subrace.** #### New Features You gain the following additional features: **Artisanal Construct.** You gain proficiency in the Performance and Persuasion skills. **Magical Conduit.** You can use your body as a spellcasting focus for any spell you cast. **Glass Subrace.** Glass warforged can come in two different styles. Choose between the Crystalline or Stained subraces, which are detailed below. #### Glass Subraces ##### Crystalline When creating the material for glass warforged, purity is often important. Making sure no contaminants makes its way into the mixture results in a warforged whose outer shell is almost transparent. These "crystalline" warforged are beautiful, often considered to be masterpieces of artifice and art. Their pure composition lends them well to many forms of magic, bending different elements through their bodies.
You gain the following features: **Refractive Casting.** You can cast *chromatic orb* once using this trait at 1st level, without requiring material components. You regain the ability to do so again after a long rest. Starting at 3rd level, you can cast *absorb elements* once at 2nd level. You regain the ability to do so again after a long rest. Constitution is your spellcasting modifier for both spells. **Transparency.** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. \columnbreak ##### Stained Stained warforged are made with a different approach than their crystalline brethren. They are designed for singular purposes, and are imbued with specific elemental properties to help with that. For example, a stained warforged infused with the magic of flames would likely be designed to help in a forge. The color of the glass changes with this process, matching the usual color of the attuned element.
You gain the following features: **Designed to Attune.** Choose one damage type one from fire, cold, lighting, poison, acid, radiant, or necrotic. You gain resistance to that type. **Tint of Magic.** Whenever you roll to deal damage of your chosen damage type, you can choose to reroll any number of those dice, keeping the higher roll. You must finish a long rest before using this feature again. **Elemental Specialty.** You learn an additional cantrip depending on your chosen damage type. Your spellcasting ability for this cantrip is Constitution. | Damage Type | Cantrip | |:---:|:-----------:| | Fire | *firebolt* | | Cold | *frostbite* | | Lightning | *shocking grasp* | | Poison | *poison spray* | | Acid | *acid splash* | | Radiant | *sacred flame* | | Necrotic | *toll the dead* |
> ##### Author's Notes > For clarification, you can only pick 1 spell per day with the **Verdant Spells** racial feature. Picking a new spell after long resting will replace any previously chosen spell, whether you've cast it or not. It essentially works like preparing a single spell. > **** > > Additionally, glass warforged *can* benefit from armor, since they lose the **Integrated Protection** racial feature.
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