Built as mindless machines to fight in a war, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House, the warforged evolved until they became a new kind of creature—living constructs.
Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies.


The warforged were made to fight in a war on some far-flung plane, and they continue to fulfill their purpose with distinction. They fight fiercely and usually without remorse, displaying adaptability impossible for mindless constructs. Now that the war has ended, the warforged seek to adapt to life devoid of the reason for their creation. Some have settled easily into new roles as artisans or laborers, while others wander as adventurers or even continue fighting despite their newfound freedom.

Physical Description

Warforged usually appear as massive humanoids (though smaller models exist) 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.


As the warforged strive to find a place in society, they simultaneously struggle to find ways to relate to the races that created them. In general, they have freedom but sometimes find themselves the victims of discrimination, hard-pressed to find work or any kind of acceptance. Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters.” While their paths don't often cross, warforged and muls have a great deal in common. Both were created for servitude, one from blood and pain, the other from magic and metal. Both seek to find a place for themselves when freed from their previous masters and creators.


Warforged are generally neutral. They were built to fi ght, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.


Just as most warforged are not inclined to align themselves with any particular moral or ethical philosophy, few show much interest in religion.
Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind.


Warforged speak Common, since they were designed to communicate with their (mostly human) creators and owners.


Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.


Adventuring is one way that warforged can fit into the world—at least as well as any adventurer ever fits in. In the Cage, few people care whether you were born or made, as long as you can help keep your companions alive. A fairly large number of warforged choose an adventuring life to escape from the confines of a society they didn’t create and at the same time engage in some meaningful activity.

Racial Traits

Warforged characters have the following racial abilities and characteristics.

  • +2 to Constitution, -2 Wisdom. Warforged are sturdier and much longer lived than most races but aren’t known for their individualism.
  • Subtype: Living Construct: Immune to: poison, sleep effects, paraylsis, disease, nausea, fatigue, exhaustion, effects that cause sickened, and energy drain.
  • Subtype: Living Construct: Subject to critical hits, nonlethal damage, dazing, stunning, ability drain, ability damage, and death effects etc as normal.
  • Cannot heal naturally: A Warforged cannot heal naturally, however a 'repair' or 'cure' type spell will heal the Warforged normally, however cure spells are only half effective at healing a Warforged.
  • Medium: Warforged have no bonuses or penalties due to their size
  • Normal Speed: Warforged have a base speed of 30ft.
  • Composite Plating: +2 Armor bonus and 5% Spell Failure. Warforged cannot wear armor or robes. The Warforged may be enchanted like normal armor.
  • Light Fortification: 25% chance of ignoring a critical damage or Sneak Attack damage.
  • Natural Slam Attack: 1d4 Bludgeoning.
  • Automatic Languages: Common. Bonus Languages: None

Notable Warforged

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