- 1Warforged Component
Yes, see previous posts for the link. Personally, I really like the Warforged, because it makes great Barbarians/Fighters/Even Paladins. The +1 AC is also useful to anyone, so is the 'sleep' feature of the Warforged. Sadly it doesn't have Darkvision, else it would be the best Race in 5e. Dungeons and Dragons (D&D) Fifth Edition (5e) Race - Warforged - Warforged are formed from a blend of organic and inorganic materials. Built as weapons. “Pierce was built by design, while you were built by accident,” Lakashtai said.
Warforged Component[edit]
A warforged component for every weapon and armor there is out there. These items have the benefit of being unable to be disarmed, and able to be treated as natural weapons when beneficial. On the other hand, it takes up a hand or body slot.
Warforged components are items designed to attach and function with warforged and certain other contructs and living constructs. Most creatures don't have the ability to open up parts of their body and attach these weapons (at least not without a lot of bleeding). Components already exist such as the armbladeECS or battlefistECS, but these items are specific to their weapon types and often equipped with unneeded magical enhancements. The warforged component item template, on the other hand, may be added to any weapon, armor, or shield and be able to be used like a component.
Adding or removing a new warforged component weapon takes 1 minute to secure it in place, or unlock it from the body.
Requirements[edit]
The creator of a focuswand item must have at least 10 ranks in the appropriate Craft or 10 ranks in Knowledge Arcana or Engineering. They also qualify if the creator is a warforged or is able to use warforged components.
Warforged Component Armors[edit]
The warforged component template can be added to any suit of armor. These armors have strange connections, hooks, and wires on the inside which make it discomforting to anyone else wearing the armor, but hooks into the warforged's body just fine. When worn, the item melds with the warforged and becomes part of their body armor replacing any current body armor they possess (typically composite armor or unarmored body). While the armor is fused the warforged never takes penalties for resting in medium or heavy armor (not that he would) and the armor gains -2 ACP and +1 Maximum Dex bonus. If made out of a special material (such as adamantine) they count as possessing the appropriate warforged feat (in this case Adamantine BodyECS) though they use their actual armor's statistics and abilities.
Cost: The cost of the base armor + 1000 gp.
Affinities: None.
Warforged Component Weapons and Shields[edit]
Warforged component weapons are embedded into their limb and able to be snapped out ready for use. Only light or one-handed weapons are embedded. These weapons gain a +10 bonus on Sleight of Hand checks made to hide the presence of the weapon, and the weapon cannot be disarmed. In addition they may count the component weapon as a natural weapon when beneficial, such as benefiting from a magic fang spell. When the weapon in question is locked in place the warforged is unable to use that hand. Drawing or sheathing a warforged component weapon is the same as drawing a normal weapon. Ranged projectile weapons such as crossbows store up to 50 ammunition within the limb, and re-filling their stock is a full-round action. Bows may be embedded (in spite of being two-handed weapons) but require two hands to operate, as normal.
Shields count as weapons for the purpose of this item template.
Cost: The cost of the base weapon + 600 gp.
Affinities: None.
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Dmg 5e Warforged System
Eiji-kunv |
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Facts about 'Warforged Component (3.5e Equipment)'
Author | Eiji-kun |
Cost | 1000 gp (armor), 600 gp (weapon/shield) |
Identifier | 3.5e Equipment |
Rated By | Spanambula |
Rating | Rating Pending |
Summary | A warforged component for every weapon and armor there is out there. These items have the benefit of being unable to be disarmed, and able to be treated as natural weapons when beneficial. On the other hand, it takes up a hand or body slot. |
Title | Warforged Component |
Warforged
(Eberron Campaign Setting, p. 20)![Dmg 5e Warforged Dmg 5e Warforged](/uploads/1/3/3/9/133908279/550869616.jpeg)
Dmg 5e Warforged Deck
Attributes
Dmg 5e Warforged Generator
Size: | Medium |
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Base speed: | Land 30 |
Strength: | +0 |
Intelligence: | +0 |
Dexterity: | +0 |
Wisdom: | −2 |
Constitution: | +2 |
Charisma: | −2 |
Level adjustment: | +0 |
Space: | 5feet |
Reach: | 5feet |
Automatic languages: | Common |
Dmg 5e Pdf
Description
Dmg 5e Warforged Armor
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.
Combat
Racial Traits
- Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
- Features: As a living construct, a warforged has the following features.
- A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
- Traits: A warforged possesses the following traits.
- Unlike other constructs, a warforged has a Constitution score.
- Unlike other constructs, a warforged does not have low-light vision or darkvision.
- Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- A warforged cannot heal lethal damage naturally.
- Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. 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.
- The unusual physical construction of warforged makes them 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. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). 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.
- A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action 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 —10, 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.
- As a living construct, a warforged can be raised or resurrected.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
- Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
- Features: As a living construct, a warforged has the following features.
- +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
- Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
- Warforged base land speed is 30 feet.
- Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
- Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
- Automatic Languages: Common. Bonus Languages: None.
- Favored Class: Fighter. A multiclass warforged's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.