Built as a means to bolster the forces of the Five Nations during the Last War, House Cannith developed the means of creating an intelligent construct capable of being mass-produced through years of experimentation. With each successive model that emerged from the creation forges of House Cannith, 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. Earlier warforged models are true constructs; some of these remnants of the Last War appear in monstrous varieties, such as the Warforged Titan.

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Personality: The warforged were made to fight in the Last War, 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 era of relative peace. Some have settled easily into new roles as artisans or laborers, while others wander as adventurers or even continue fighting the Last War despite the return of peace.

Physical Description: 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 disctinction 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.

Relations: As the warforged strive to find a place in society for themselves after the Last War, they simultaneously struggle to find ways to relate to the races that created them. In general, the humanoid races of Khorvaire regard the warforged as an unpleasant reminder of the brutality of the Last War and avoid dealing with them when possible. In Thrane and Karrnath, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war. Throughout the rest of Khorvaire, 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 other seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters”.

Warforged Lands: Warforged originate in Cyre before its destruction and have no homeland. Most of them have dispersed across Khorvaire, laboring as indentured servants in Korth, Atur, and Flamekeep, or struggling to find work and acceptance in Sharn or Korranberg. A few congregate in the Mournland, attempting to build a new warforged society free from the prejudice and mistrust of the older races.

Religion: 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. A larger number gravitate to a messianic figure called the Lord of Blades. This powerful leader gathers a cultlike following of disaffected warforged by preaching a return to the Mournland and rebellion against the “weak-fleshed” races.

Names: 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.

Adventurers: Adventuring is one way that warforged can fit into the world—at least as well as any adventurer ever fits in. In the wilds of Xen’drik, the ancient continent of secrets, 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

  • +2 Con, +2 Int, -2 Wis
  • 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.
  • 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 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.
  • Natural Weapon: A Warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.


  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
  • A warforged cannot heal damage naturally.
  • As living constructs, a 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. (Warforged Paladins and Monks can heal themselves with their respective abilities as if it were a repair spell).

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 repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. A warforged takes the same damage from a rust monster’s touch. 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.

  • Disabled and Dying: 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.

A warforged does not need to eat, sleep, or breathe, and also cannot gain the benefit of consumables such as potions or spells such as heroes’ feast.

Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

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Alternate Racial Traits

  • Adamantine Body: Some warforged are built using rare meteoric iron, making their frame highly resilient to damage, but extremely slow. A warforged with this racial trait has a +8 armor bonus to AC and DR 2/adamantine. The character’s speed is reduced to 20 feet, and he is considered to be wearing heavy armor. He has a +2 maximum Dexterity bonus to AC, a –4 armor check penalty, and an arcane spell failure chance of 30%. A warforged with this racial trait cannot cast druid or ranger spells or use any supernatural or spell-like class features of the druid or ranger classes. This replaces the composite plating and normal speed racial traits.
  • Ironwood Body: The majority of a warforged character’s body is made from wood rather than metal. A warforged with this racial trait has a +3 armor bonus to AC and DR 2/slashing. The character is considered to be wearing light armor. He has a +4 maximum Dexterity bonus to AC, a –3 armor check penalty, and an arcane spell failure chance of 20%. This replaces the composite plating racial trait.
  • Mithral Body: A few warforged are made using the light and glittering metal known as mithral, which makes their forms quick and graceful. A warforged with this racial trait has a +5 armor bonus to AC and is considered to be wearing light armor. He has a +5 maximum Dexterity bonus to AC, a –2 armor check penalty, and an arcane spell failure chance of 15%. A warforged with this racial trait cannot cast druid or ranger spells or use any supernatural or spell-like class features of the druid or ranger classes. This replaces the composite plating racial trait.
  • Unarmored Body: More like a framework or skeleton than a full form, a warforged character with this trait lacks the external plating of other members of his race. The warforged may wear armor or robes normally. The character loses the composite plating, armored body, and light fortification racial traits.


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