The warforged were made as the ideal soldiers. Their only goal was to serve in War that treatening to engulf the continent. But they have awakened to be so much more than willess soldiers. After The spiritual awakening they started to abandon their programming as agents of war and make their own way in the world. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls. The warforged monks of Suraghani Monastary believe that Warforged have souls and are the equals of humans. In their monastary they are trying to discover the essence of sentient existence. But while the warforged where granted the same rights as the other sentient races at the end of the War of the eternal some are still vieuwing them as an allien lifeform they prefered as automatons without a will of their own.

Constructed Individuality
Warforged heads have simple humanlike features. They have
heavy brows, hinged toothless jaws, and no noses. A
warforged’s eyes sometimes glow when he or she
experiences certain intense emotions. The forehead of each
warforged bears a unique rune called a ghulra. These ghulra
help give warforged a sense of individuality.
Warforged possess an artificial and relatively sexless
shape. They don’t reproduce like other humanoids. A
warforged can modify its body, adding and removing limbs as
necessary. A warforged feels pain only from real injury. These
physical modifications allow warforged to vary in appearance
as much as any other humanoids.
Warforged can have unique personality traits, though, as
they are constructs, those are restricted in some ways. They
experience anger, pain, fear, and hatred like their human
creators. All warforged naturally seem reserved, stoic, and
pensive, hiding an array of emotions behind their
inexpressive metallic faces. Their faces were not designed to
display facial expressions, so it can seem like they are distant
to the conversation.
Despite their lack of physical facial expressions, they’re not
completely without them, as their eyes tend to brighten when
experiencing strong or specific emotions. Some warforged
have their faces modified to be more expressive for their
companion’s comfort, but these expressions are learned
rather than natural and often appear stilted and awkward.

A New Perspective
Some warforged can be incredibly naive and lack a sense of
introspection. However, many others are the opposite and
question their existence, they wonder if, as constructs, they
have souls, and ask what becomes of them in the after life.
The more intelligent warforged create complex philosophies
about what they perceive and learn. Though warforged can
show loyalty to religions and organizations, typically they
become loyal to a small group of comrades.
Warforged often have little life experience as they have
spent most of their time working towards one specific duty,
usually soldiering. If there is one interest all warforged share
it is their love of working and the satisfaction of a job well
done. Many create endless lists of goals and chores to feed
that feeling. They take pride in their work and can work
incredibly hard, both traits that make them dislike idleness
and failure.
Warforged can excel at most tasks, having a single-minded
efficiency, especially in combat related roles. But this same
single-mindedness can often translate to a lack of creativity
and they can be easily surprised or “outflanked.”

Warforged Names
Because most warforged have bodies that resemble males,
they identify themselves as males and prefer to be called “he”
rather than “it.” Some warforged adopt female names,
though. Most warforged have simple names related to their
jobs , abilities, or military positions. Warforged often accept
the names or the nicknames that their comrades give them,
although some search long for particular names that define
them. Many simply take names common within another race,
especially those of humans.

Warforged Traits
As a Warforged, you share many traits with others of your
Ability Score Increase. Your Constitution score increases
by 2.
Age. Warforged usually mature mentally after around a
decade among the other races. Though they do not age,
eventually they suffer from disrepair.
Alignment. Young warforged are often naïve, and easily
influenced due to their inexperience. As such, Warforged can
mature into any alignment.
Size. Warforged are generally broader and taller than
humans, standing well over 6 feet tall and weighing close to
300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Construct. Even though you were constructed, you
are a living creature. You are immune to disease. You do not
need to eat or breathe, but you can ingest food and drink if
you wish.
Instead of sleeping, you enter an inactive state for 4 hours
each day. You do not dream in this state; you are fully aware
of your surroundings and notice approaching enemies and
other events as normal.

Warforged Resilience. You have advantages on saving
throws against poisons, and have resistance against poison
Composite Plating. Your construction incorporates wood
and metal, granting you a natural armor of 12 + your
Dexterity modifer so long as you are not wearing any armor.
You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural armor. .0
Languages. You can speak, read, and write Common and
one other language of your choice.
Built for a purpose. You gain 7 upgrade points, which you spend on upgrading your Warforged. see list of possibilities below

Warforged Upgrades
Innately Magical Construct
You were built with the innate ability to perform incredible feats that can only be rivaled by magic. You can select this upgrade more than once, up to a maximum of two times.
You learn one of the following cantrips: Lightning Lure, Mending, Message, and Shocking Grasp. Constitution is your spellcasting ability for these cantrips. Other cantrips can be chosen with DM approval if you heve a good story. It does not count against the number of cantrips you know. Constitution is your spellcasting modifier for it.
This upgrade costs 2 points.

Field Medic. You know the cantrip mending.

Internal Storage Compartments
You were created with one or more internal storage compartments of varying sizes.
Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can’t be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon.
This upgrade costs 1 point. You can spend 1 additional point to select the Integrated Armaments option.
Integrated Armaments. When you use a bonus action to retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands. You cannot be disarmed of either of these retrieved objects while conscious if they are either a weapon without the heavy property or a shield, and they cannot be dropped.

Lantern You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body.
You can shine a wide bright light in a 15-foot radius, and dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel.
This upgrade costs 2 points. You can spend 1 additional point to double the range of your lights.

Mobile Your body was designed to traverse terrain with ease.
You gain a swimming speed or a climbing speed equal to your walking speed, or your base walking speed becomes 35 feet. You can select this upgrade more than once, each time you do so you must pick a different option.
This upgrade costs 2 points.
Powerful Your body was constructed for great feats of strength. You count as one size larger for the purpose of carrying, lifting, pushing, and dragging.
This upgrade costs 2 points.

Resistant Your body was enhanced to be resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this upgrade more than once, up to a maximum of two times.
Rare. You gain resistance to Radiant or Thunder damage. This option costs 2 points.
Uncommon. You gain resistance to Acid, Cold, Lightning, or Necrotic damage. This option costs 3 points.
Common. You gain resistance to Fire or Poison damage. This option costs 4 points. If you pick poison, you can spend 1 additional point to gain advantage on all saving throws against poison.

Small You were designed to be small, perhaps in the image of your creators. You stand between 2’6 and 4’ feet tall and weigh between 50 and 200 pounds. Your Size is Small.
This upgrade is free and can only be selected when you create your Warforged. It cannot be removed.
Tough Your armor was built to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
This upgrade costs 5 points.
Heavy plated: You have extra plates of armour You gain an +1 Ac. cost 5points
Trained Mind Your creators have adapted your body and trained you to be proficient in a particular area or fluent in a particular language. This upgrade can be selected more than once, up to a maximum of four times.
Skill. You gain proficiency in one skill of your choice. This upgrade costs 3 points the first time it is chosen. Whenever you select this upgrade thereafter, the cost is 2 points.

Padded Joints. You gain proficiency in the Stealth skill.
Envoy. Your model helps you connect to the other races of the world. You gain proficiency in one of the following skills:Deception, Intimidation, Performace, Persuasion.
Stored Memory. You may gain skill proficiency in either the Arcana, History, or religion

Tool, Instrument, or Gaming Set. You gain proficiency in one tool, instrument, or gaming set of your choice. This upgrade costs 1 point.
Language. You gain fluency in one language of your choice. This upgrade costs 1 point.

Social Module Not Found. You have disadvantage on Deception, Persuasion, and Performance skill checks, but advantage on Intimidate skill checks. You are also resistant to being Charmed. The cost is free.
Bulky Construct. You have advantage against any effect attempting to physically displace you, such as being pushed or knocked prone. This costs 2 points
Night mission unit: You can see in dim light up to 60 feet in front of you as if it were bright light, and in darkness as if it weredim light. You can’t discern color in darkness, only shades ofgray. This cost 5 points
Anti gravity jet pak: You can fly. You gain a flight speed of 30 feet. This cost 5 points



The stars of Pash-Mara patrickvandeleemput