D&D 5E UA Warforged vs. Keith Baker's Warforged

Xeviat

Hero
I think the +1 con instead of +2 was to balance the +1 AC. No other race grants an AC bonus that stacks with everything. I do like the +1 AC more than the natural armor, as it applies to everyone and isn't mere fluff.


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gyor

Legend
Keith Bakers, hands down. Better flavour and I didn't like anything in the UA articial, although Changelings were way worse. Did he try his hand at a better Changeling?
 


gyor

Legend
For Changelings I'd give them at will Alter Self at will and Bluff Profiency and Expertise and two extra launages, +2 Charisma and +1 Dex.
 


Hawk Diesel

Adventurer
I tried my hand at adjusting the warforged race. Here's what I came up with:

Warforged (Main Race)
Constitution +2

Living Construct: 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.

Self-Stabilizing: A Warforged that is reduced to
0 or fewer HP has advantage on death saving
throws.

Languages: Common and one other language of
your choice.

Mithril Forged (Subrace)
Dexterity +1

Size: Medium.

Speed: 30 feet.

Composite Plating: You gain a +1 bonus to Armor Class.

Weapons Training: You gain proficiency in the longsword, shordsword, shortbow, and longbow.

Nimble: You gain proficiency in the Acrobatics skill.

Adamantine Forged (Subrace)
Strength +1

Size: Medium.

Speed: 30 feet

Composite Plating: You gain a +1 bonus to Armor Class.

Heavy Weapons Training: You gain proficiency in the greatsword, greataxe, halberd, and maul.

Adamantine Body: You have immunity to Critical Hits.

Clunky: You have disadvantage on Dexterity (Stealth) checks.

Scout (Subrace)
Wisdom +1

Size: Small.

Speed: 40 feet.

Stealthy Tracker: You gain proficiency in the stealth and survival skills.

Stowed Weapons: You gain proficiency in hand crossbows and shortswords. In addition, you have special compartments in each arm, one carrying a hand crossbow and up to 10 bolts, and the other a short sword that can be extended or retracted directly from the arm. These weapons cannot be disarmed and are considered part of you. You gain a +10 bonus to any check to conceal these weapons. These weapons can be swapped out for newer, magical crossbows or shortswords over a short rest.

Final Messenger: You can cast the animal messenger spell once using this trait without requiring the components or animals present. Instead, the messenger appears as a tiny flying construct produced by your body. You cannot use this ability again until you finish a long rest.

If you are reduced to 0 or fewer HP, you automatically use this ability, even if you have already used it today.
 

Hawk Diesel

Adventurer
For Changelings I'd give them at will Alter Self at will and Bluff Profiency and Expertise and two extra launages, +2 Charisma and +1 Dex.

I think Alter Self is a bit powerful, but ability to use disguise self as a bonus action at will seems right. Also adding Insight proficiency and advantage against charm or effects to read your thoughts seems appropriate.
 

The powergamer in me finds the WotC version interesting because of that +1 AC potential. The KB version is pretty uninteresting to me.

In order to make +1 AC interesting, you need a fairly reliable way of imposing disadvantage. This probably implies either grappling specialization, warlock levels, or wizard/sorc levels (Blur). The easiest version to imagine actually playing is a Warforged Fighter 1/Enchanter X with AC 22 (+5 from Shield). Max Int, leave Str at 16 or so, pick up Lucky and maybe Mobile or Resilient (Wisdom). Wade into melee and abuse Hypnotic Gaze/Instinctive Charm/Twin Tasha's Hideous Laughter.
 

Horwath

Legend
About warforgeds;

Integrated AC should be 13+dex, so it can compete with various unarmed AC calculations and spells(45gp extra seems just bad).

Also as created things I doubt they would be left with vulnerability to darkness so darkvision should be included.


Warforged;

Ability score modifier: +1 constitution,
Speed: 30ft
Integrated armor: AC is 13+dex modifier
Darkvision: 60ft
Living construct: Immune do disease, does not need to eat or breathe, does not sleep(but needs 4 hours of inactivity to get long rest bonuses), halve effective exhaustion levels(I.E. needs 12 levels to die),
Resilience: resistance on poison damage, advantage on saves vs poison.

Subraces:


Scout; size small, +1 dexterity, +5ft movement, proficiency in stealth and perception skills.

Soldier; size medium, +1 strength, AC 19
 


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