Eska, my new homebrew world

Are they really descended from dragons? or is it just some other dinosaur like creature?
Nice work here with this, I really like your conception of Gnolls and Hobgoblins. Also, can my Grey elf Mage have a goblin familiar?

I would really want to play a Dwarf Battleragver that is really unstable. He flips out and murders everything at the slightest provocation. I don't know how the rest of the party could deal with him. :p:p:p

But also, that could be a problem. The races are so distrusting of each other that the party could have real trouble functioning well. A wood elf and a dwarf couldn't be in the same party, at least not for very long...
 

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The descended from land dragons...converting from a Star Frontiers article into D&D makes that nomenclature tricky. Most of that is a copy and paste from the Dragon article. The history fit in with Eska pretty well that I was able to just "find and replace" the sathar with orcs. I planned to create an actual "land dragon" for them to use as companions, but got lazy and just went with dinosaurs. Hey, I like dinosaurs and want them on Eska, so that's where I'm putting them in. I always liked that cover from the Battlesystem box set of the barbarian on the triceratops...

Gnolls and hobgoblins have always been my favorite humanoids. I just wanted to do something different with them, and find a way to mix them in as playable races without the good/evil thing going on.

Probably not a goblin familiar, but I have plans on a goblin write up soon. I have it about half done, but wasn't thrilled with the direction, so I put it on the back burner. They are going to fill the halfling niche on Eska as the small race.

I wanted to shake up the dwarves as well. One of my favorite races to play, but I felt they've become so terribly cliched.

Yes, I wanted to put some basic distrust in. Their are some obvious combinations, grey elves with goblins and hobgoblins. Wood elves with the huan'apan. Gnomes and warforged. Some of those mix a bit as well. Humans and saurians fit most places as well. The dark elves get along with some races as well. This is all very much a work in progress, anything not seen so far is still just an outline and some notes.

You may notice that there is not really any "evil humanoids" here. Definite political differences and misunderstandings, but no "good vs. evil". My idea is clans, tribes, and city states struggling for survival in a world wrecked by a war. No one won the war, they just reached a stalemate and have stopped mass fighting. Mostly because the power structure broke down, but still room for conflict. Still, within parties I see this falling into the "Legolas/Gimli" type distrust that leads to friendly rivalry then to actual friendship.

The elves, being the major players in the war, didn't want to put elven life at much risk, with the low birth rate and longer time to adulthood. That's why the major reliance on mercenaries and created creatures. The hobgoblins and the huan'apan are the most successful. Many of the failures still wander the vast wilderness endangering what bits of civilization remain.
 

On Eska, the gray elves created the hobgoblins and the wood elves created the huan'apan (dog men), to fight in the Kinslayer Wars against the dark elves. In my lore, I've written that they did this to preserve elven life, since their numbers were so low to begin with. Also, before the schism, the dark elves were traditionally the warrior class.

Recently this has been gnawing at the back of my mind. Were the dark elves so much more numerous to begin with? I didn't have them creating a new race to fight for them, so what's the deal there?

Then, Jens D. over at the Disoriented Ranger gave me the answer I needed (buried in an old post). Elves are immortal!

All elves are immortal. "Ethereal and immortal beings with only one foot in reality", the other in the Feywild. They don't get sick, age, or die.

On the other hand, they don't reproduce or advance in level, either. To do these things, they must give up their immortality.

Most gray and wood elves never do, choosing to stay as your standard immortal elf. A few do. Sometimes to reproduce. Others choose to study as wizards, feel a calling of the gods, or have a need to adventure.

The neat trick is, they can always regain their immortality, but only once. So a gray elf wizard could advance to, say, 13th level, then "retire", become immortal again and not advance anymore.

The dark elves do it differently. Being the warrior class, most of them are not immortal, just merely long-lived. They breed, and are much more numerous. Araushnee, being a goddess of fate, has her dark elf worshippers have to pass a test to prove they are worthy of becoming immortal. Many of the generals and upper command have proven themselves, and are immortal.

http://5egrognard.blogspot.com/2015/11/elves-are-immortal.html
 

I had originally had thoughts of using gnolls as a playable race on Eska, and using them much in the same way as I use the hobgoblins, and the goblins that are still to come. Somewhere along the line the thought of three "evil" races working for the elves seemed a bit off, so the gnolls kept getting pushed down the to do list until I came up with something. Then, back in September, William Paterson posted his 5e version of the cooshie, and it dawned on me that an anthropomorphic cooshie was a better fit than a gnoll. It took me awhile to get all the details right.

The wand of teeth is a conversion of an item that originally appeared in Dragon Magazine #102, written by Ed Greenwood.

Huan’apan
Another one of the “young” races of Eska, the huan’apan were created by a combination of taur’edhel (wood elf) druids and sorcerers awakening and mutating their pet cooshee during the Kinslayer Wars. Seeing the success of the hobgoblins, the taur’edhel wanted to copy that success, but in their own way.

They appear much like the gnolls of others worlds look, with canine heads and covered in fur, though huan’apan fur is generally green in color, with stripes and spots of various other shades of green with browns and black mixed in. Huan’apan have limited color vision, sharp ears, and an even sharper nose.

With the number of huan’apan created, and the many litters that have been born since the Kinslayer Wars, large packs roam across the surface of Eska. Some have settled down, but most packs are nomadic, following herds of beasts that they prey upon.
Loyal Companions
Huan’apan are the soul of loyalty and devotion. Nothing pleases them more than help their companions in any way they can. They are very laid back and fun loving when not on duty or assigned a particular task. The moment that they are given a task then their carefree nature disappears and they become deathly serious, stopping at nothing to complete their task.


Guards and Scouts
The taur’edhel eschew front line combat, and the huan’apan do as well. Their combination of keen senses, camouflage, and mobility lends them well to roles as sentries, scouts, ambushers, and skirmishers.

Dwarves - What few dwarves huan’apan have encountered are likeable enough. Fine warriors, and fun loving, but something is not quite right about them.

Humans - Humans are a mixed lot when it comes to the huan’apan. Some have become great friends, while others are great enemies.

Gnomes - The huan’apan quite enjoy the trade festivals that have sprung up whenever the gnome crawlers come to the Forenya’taur.

Gray Elves - Arrogant and one of the main causes of the Kinslayer Wars.

Wood Elves - If it weren’t for the taur’edhel, the huan’apan would still be cooshie. They are very loyal and trusting of their elven companions.

Dark Elves - A hated foe. Many battles fought against them, but the war is over. Still not to be trusted. Very condescending.

Saurians - Can’t seem to relax enough, and are pretty touchy. Most encounters start off with brawls, and some epic feuds have developed between the two races. When it happens that a huan’apan and a saurian become friends, however, they become friends for life.

Warforged - Something is not quite right about the warforged. They smell a bit unnatural. Still, they are closely associated with the gnomish trade festivals, so they generally like them.

Hobgoblins - They have the proper focus, but lack the balance of joy and relaxation. Being of goblin stock they are disliked.

Goblins - Much like their wood elf companions, the huan’apan feel that the goblins are to be distrusted.

Cooshie - The huan’apan still feel very close to their cooshie roots, often still traveling in packs with them. The wood elves rarely raise cooshie to huan’apan any more, though many feel nostalgic towards cooshie. Others feel pity for them at times, wishing to be able to raise them up.
Huan’apan Names
Huan’apan are usually named by their wood elf companions, but as they have been breeding among themselves, they are often named by their pack mates. They rarely have more than one name.

Male Huan’apan Names: Amaguk, Ark’hal, Arnou, Bardalf, Canagan, Cuan, Farkas, Felan, Gunnolf, Ivaylo, Maccon, Olcan, Raff, Toralu.

Female Huan’apan Names: Accalia, Arau, Bardou, Biryuk, Chinua, Eyolf, Faoiltiama, Faolan, Honi, Larentia, Luperca, Mahigan, Tala.

Huan’apan Traits
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Huan’apan mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Huan’apan love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Huan’apan are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. You are swift of foot. Your base walking speed is 40 feet.

Camouflage. Due to your coloration, you have Advantage on Dexterity (Stealth) checks when in forested terrain.

Keen Hearing and Smell. You gain proficiency in the Perception skill.

Pounce. If you move at least 20 ft. straight towards a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Strength save DC = 8 + your proficiency bonus + your Strength modifier

Natural Weapons. You can bite for 4 (1d4 + 2) piercing damage.

Sprint. Once per minute, you can move double your current speed for 1 round.

Languages. You can speak, read, and write Common and Elf.

Huan'apan druids are commonly armed with a wand of teeth, described below.

Wand of Teeth
Wand, uncommon
While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to fire off one tooth for each charge expended. These teeth are dagger-like wedges that pass through everything in their path, except for spheres of annihilation, prismatic spheres, shield spells and walls or cubes of force, all which swallow or absorb them. Teeth have a range of 70 feet.

You must make a ranged attack to strike your target, but you can use either your Dexterity or your Spell Attack bonus. A strike by a tooth does 9 (2d6+2) piercing damage

The wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

http://5egrognard.blogspot.com/2015/12/huanapan-of-eska-dog-men.html
 

Throughout the Kinslayer Wars, the gray elf wizards performed all manner of experiments to increase the grey elves armies without any elves having to give up either their lives or their immortality. The early centuries of the Wars saw many aberrations summoned and monstrosities created and released upon the land. While the hobgoblins, their greatest success, came in the late stages of the Kinslayer Wars, the early centuries of the Wars saw many failures.

The obsidian giants were an ingenious idea towards the beginning of the Kinslayer Wars. A sort of power armor that an elf could don and fight in, and not give up their immortality. Initially a success, the obsidian giants soon proved to be a failure. They helped win a key early battle, but the horrible truth of their fate caused much sorrow.

I converted the obsidian giants from the wonderful Teratic Tome. I started with the stone giant stats as a framework and tweaked from there.

Obsidian Giant
Huge humanoid (elf), chaotic evil
Armor Class 18 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 feet

STR 23 (+6)
DEX 15 (+2)
CON 20 (+5)
INT 15 (+2)
WIS 7 (-2)
CHA 7 (-2)

Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
Damage Resistances fire
Senses darkvision 60 feet, passive Perception 8
Languages can’t speak, but understands elvish
Challenge 7 (2,900 XP)

Fey Ancestry. The obsidian giant has advantage on saving throws against being charmed, and magic can’t put the obsidian giant to sleep.

Detect Magic. The obsidian giant can detect magical auras within 60 feet of it. In addition to magic items and spell effects, it can also detect celestials, elementals, fey and fiends, as well as creatures with innate spellcasting or a spellcasting ability.

Consume Magic. As an action, the obsidian giant can destroy a magic item, regaining hit points. The obsidian giant regains hit points for each level of rarity of the item. 7 (1d12) for common, 13 (2d12) for uncommon, 20 (3d12) for rare, 26 (4d12) for very rare, and 33 (5d12) for legendary.

If a magical creature is slain, such as a celestial, elemental, fey or fiend, as well as creatures with innate spellcasting or a spellcasting ability, the obsidian giant can spend an action to consume its soul, or magical essence to regain hit points. The obsidian giant regains 7 (1d12) hit points for every Challenge Rating level of the creature consumed. The creature consumed is forever dead and cannot be raised or resurrected in any way.

Innate Spellcasting. The obsidian giant is a 15th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: firebolt
1/day: fireball, wall of fire, fire shield

Actions
Multiattack. The obsidian giant makes two claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 24 (4d8 + 6) slashing damage.

Obsidian giants are not true giants; they are elves. Centuries ago, at the beginning of the Kinslayer Wars, a group of gray elves transformed themselves in order to attack the dark elves. Using forbidden magic, they created massive exoskeletons of obsidian that completely encased them; the giant arms are tipped with long, powerful claws of black metal, and the entire structure is covered in barbed spikes and razors of black stone. Within the armor, these gray elves were able to turn the tide of a horrific battle, and saved their realm.

However, in the aftermath, it was discovered that they could not escape the armor - they were bound within, and their magics could not set them free. In the days that followed, as their wizards tried every means they could think of, the elves learned that those trapped within the exoskeletons were starving, and the only sustenance that would satiate them was magic itself, in the form of magic items or magic creatures. By crushing magic items, or slaying enchanted creatures like unicorns, the imprisoned elves could assuage the hunger raging within.

Their people had no choice: they banished these brave warriors, and sent them far away, lest the destroy the very land they sought to defend. Now, years later, these hunger-maddened creatures wander foreign lands, where they are known as obsidian giants. No one knows that under the hard exterior lies a demented gray elf with no memory of its previous life.

Obsidian giants are driven by a lust for magic; it is all that sustains them. If they detect a magical item (or even suspect its presence), they will attack and try to destroy it, so they can feed upon its essence. If they encounter a magical creature (such as a griffon or pegasus), they will attempt to kill it, so they can devour its soul.

Powerful, undiscovered rituals can extract the gray elf from its magical armor; if the armor is destroyed, killing the elf in the process, then the body will be visible.

Should someone extract the elf from its exoskeleton, it will be necessary to cure the insanity which has taken hold. In time, the elf's personality (and true alignment) may be restored.

http://5egrognard.blogspot.com/2015/12/obsidian-giant.html
 

I apologize for the lack of updates. I work for UPS, and with the Christmas season, had little time and even less energy to devote to gaming.

I wanted to do the goblins last time, but wasn't feeling the inspiration, so I worked up the obsidian giants. Decided to go back to the goblins and it turned out I had them about 80% written already! A Christmas miracle!


There are a few goblin as playable races for 5e already written that I liked, but that weren't really fitting my vision for Eska's goblins. I did borrow pieces and combined them into my version. Thanks to Wrath of Zombie and his blog, TheHobgoblin on EnWorld, and Samuel Van Der Wall at RPG Alchemy.

The grey goblin subrace is my own. I do like the Bug Collector and Fire Breath subraces from Wrath of Zombie, and the Forest and Hill goblins from TheHobgoblin. I plan on offering these as options on Eska, with most of the wild tribes being a mix of these (and possibly other) subraces.

Goblins of Eska
The goblins don’t remember much of their arrival on Eska. So many goblin generations have passed that they are only stories of legends. The goblins first came to Eska along with the orcs, landing their ships and finding the somewhat primitive humans no match for their warlike ways. Humanity was enslaved by the orc and goblin invaders. The orcs brought their dwarven slaves, and the goblins their gnome slaves with them from their home to use to harvest the rich natural resources of Eska for their use.

Then the elves came to Eska and systematically destroyed the orcs and enslaved the goblins. At first all the elves kept goblin slaves, but soon the dark and the wood elves tired of them, and only the gray elves continue to use them.

Some goblins did escape the initial enslavement and found homes in the wild corners of Eska. Over the years their numbers have grown, but fearing the elves kept a low profile. Occasionally an escaped gray goblin will find their way to join their wild brethren.

Dwarves – Dwarves are always so angry and serious. And they are always looking to kill you over absolutely nothing! Kill them first or keep clear and unless you outnumber them two to one, be ready to run if you ever see them reach for their axe.

Humans – The nicest thing about these big, bumbling oafs is that they make nice places for us to live. Every one of their cities has a dozen different places for us to carve out a den right under their feet. And they throw so much away that we can make use of! Their garbage heaps are full of treasure. Some humans are as quick to kill us as dwarves, others are as patient as saurians—and the problem is you can never tell which is which. It is better to keep your distance if they are old enough to be bigger than you.

Gnomes - Once our slaves, but now they wander Eska taunting us with all their creations. Their crawlers and warforged make them tough to attack, but we do whenever we can!

Gray Elves - For the grey goblins, they are worshipped or feared. The wild goblins hate them, and think them weird and creepy.

Wood Elves - The grey goblins grudgingly accept them, but don’t like the looks they give us. The wild goblins hate them but find them delicious.

Huan’apan - So silly. Who taught dogs to talk?

Dark Elves - Gray goblins hate the dark elves, while the some of the wild tribes have worked for them as mercenaries.

Saurians - They are so boring! And dumb. At least they usually aren’t out to kill us like everyone else and they can more or less take a joke, but they’ll fall for every trick in the book and still keep that dumb smile plastered on their faces.

Warforged - If it weren’t for these weird creations, the gnomes would be so easily enslaved again!


Goblin Names
Goblin names are given at birth and, since Goblins are often born in litters of 3-5, all Goblins born together are usually given similar names. While Goblins try to put a creative flare on the names they give their children, there are so many Goblins born that it is inevitable that there are many with the same names.

Instead of having family names, Goblins are often named after their tribes. The tribe names are often long consisting of multiple Goblin words strung together, because of this goblins tend to only use their given name and then try to earn a title or nickname and start using it instead of their tribe name.

Example First Names: Bex, Bkexus, Bmant, Dosg, Drosm, Gmosuz, Gmotk, Gok, Groxum, Kbozt, Ksuber, Ktusg, Kzenug, Mezorg, Mobd, Mobenk, Muzats, Mxesag, Ndat, Nurs, Rduten, Rtukb, Sbukx, Sok, Sorn, Stak, Stakoz, Suk, Sutb, Szubox, Tdarus, Tgerud, Tsod, Tugarn, Xban, Xderob, Xkenum, Xneruk, Zgen, Zturg

Example Surnames / Clan Names / Family Names: Chainbone, Crazebone, Darkchaos, Darkcraze, Darkgut, Deathbasher, Deathgouger, Dirtbreaker, Dreadbreaker, Dreadhand, Dreadsnapper, Evilrender, Evilstench, Fangdweller, Fanghacker, Foulbeast, Fouldread, Giantbasher, Giantthief, Heartkill, Hellyell, Howlfilth, Madswiller, Metalarm, Metalhand, Metalshred, Mosstooth, Oozechaos, Ragecraze, Razorfang, Scumeater, Serpentgloom, Slimegibber, Spineshadow, Stonebasher, Stonemaw, Stonepuke, Tonguecut, Wildstalker, Wormdweller


Traits
Your goblin character has some traits in common with all other goblins.

Ability Score Adjustments: Your Dexterity Score is increased by 2.

Age: Goblins mature at nearly twice the rate humans do. A goblin of even 10 years old could be considered an adult. Goblins tend to live fairly short and fast lives, even the lucky survivors rarely make it into a fifth decade.

Alignment: Most Goblins tend towards Neutral. Their general behavior includes some very chaotic elements, but is balanced by their loyalty to their group and putting the needs of the tribe above their own.

Size: The average goblin is about 3 and a half feet tall and they weigh in at about 45 pounds. Your size is Small.

Movement: Your base walking speed is 30 feet. You are a bit faster than other small humanoids.

Dark Vision: You can see in dim light within 60 feet of you as if it were in bright light and in darkness as if it were in dim light. You can't discern colors in darkness, only shades of black and white.

Nimble Escape. Goblins favor hit and run tactics. You can take the Disengage or Hide action as a bonus action on each of your turns.

Sneaky: You have advantage on Dexterity (Stealth) rolls.

Languages: You can speak, read and write Common and Goblin. Goblins have their own language that they more or less share with Bugbears and Hobgoblins. There are dialect differences, but they can be overcome with some extra effort. However, the races do not share a script. While Hobgoblins use a complicated pictographic script, Goblins use a simple phonetic script using heavily modified Dwarven characters.

Subrace. The sheer number of the various goblin clans is staggering. Much like the number of beetle species on the planet, it is impossible to know and catalogue them all.

Gray Goblins
The gray goblins are the servants of the mith’edhel. Generation upon generation have lived in servitude. Most serve willingly, even happily, with clans of goblins associated with mith’edhel families. Those that are associated with an elven family are sometimes permitted to use the elven surname, but with the mool’ (or servant) as a prefix to the elven name.
Ability Score Increase.
Your Intelligence score increases by 1.
Helpful
Gray goblins are adept at aiding others. You can use the help action as a bonus action.
Language
The mith’edhel do not allow you to sully their hearing with your foul goblin language. You know how to speak elf.

http://5egrognard.blogspot.com/2015/12/goblins-of-eska.html
 

Warforged of Eska
I’ve never played or used Eberron, but I love the idea of the warforged. The version in the Eberron Unearthed Arcana released by WotC is completely underwhelming, though. I found a few versions online that I liked, but none I was completely happy with, so I combined my favorite aspects of each into what I present below. The Keith Baker version forms the core. Most of the flavor and subraces, as well as the warforged repair and healing comes from Gr7mm Bobb’s version on the DnD Wiki, while the wizard spells come from Nerdarchy.


The homeland of the rock gnomes of Eska served as the opening battlefields of the Kinslayer Wars. It was to no fault of the gnomes, though, just an unlucky fluke of geography that placed them between the mori’edhel, taur’edhel, and the mith’edhel when hostilities erupted.


Fleeing, the gnomes have spent the last couple millennium as wanderers, scavengers and inventors. Many of their successful inventions have combined magic and technology in ways to improve the gnomish lifestyle. Most of these have been exported to other races, which many have learned to copy and build. The gnome’s two most successful creations are closely guarded secrets and are the core of gnomish defence. Their crawlers are kept as gnomish exclusive vehicles. The warforged, on the other hand, have proven the biggest money maker. First used as “gnomish muscle”, both to protect and perform manual labor. Since their creation, the gnomes have sold untold numbers of warforged to act as laborers, guards, scouts, soldiers and mercenaries.


On most other worlds, the warforged are a young race. On Eska the earliest models were created after the start of the Kinslayer Wars, nearly two thousand years ago. A handful of them are still around.


Warforged are widespread on Eska, and have worked for all sides during the Kinslayer Wars. They have few general prejudices against any of the other races, though individual warforged certainly do based on personal experiences.


Warforged
“I served in the last war. I dealt in death, it is all I knew. But with the war now ended and my home destroyed, I cast my eyes to the horizon and the city. Tales of danger and endless riches, it called to someone like me. A warrior, a mercenary, an adventurer, a lost soul.”
Physical Description
The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes.


The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality.


The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.


A warforged on average stands 6'0" - 6'6" and weighing in at 270 - 300 lbs. These numbers may vary among the subraces, Juggernaut's being 6'2" - 7' and 280 - 360 lbs and Scouts standing from 2'10" - 3' 6" in height and weighing between 35 - 50 lbs.


Personality
Warforged can have unique personality traits though, being constructs they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators though, all warforged are incredibly reserved and pensive hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and 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 are incredibly naive and lack introspection however, many others are the opposite and question their existence, wonder if they have souls and ask what becomes of them in the after life. The more intelligent warforged create complex philosiphies about what they perceive and learn. Though warforged can show loyalty to religions and organisations, typically they become loyal to a small group of comrades.


Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded effenciency, especially in combat related roles.
Warforged Names
Warforged tend to take up names that are adjectives, objects or nicknames given by those around them that describes the warforged. It is not uncommon for the warforged to change names a few times as they grow into or out of old personality traits.


Example Names: Am, Book, Bulwark, Cart, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Three, Titan, Unsung, Victor, Watcher, Zealot.


Warforged Traits
Ability Score Increase. +2 Constitution, in all shapes a warforged is hearty and durable.


Age. A warforged is complete and fully developed at construction and are built to last. The maximum age for a warforged has not been determined to this date.


Alignment. A warforged's alignment is as varied as its creators and generally is a reflection of its designed purpose.


Size. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.


Unsleeping Sentinel. A warforged can go into an inert state with full awareness of its surroundings even while in this resting state. A warforged gains the benefits of a long rest in 4 hours of rest. Warforged do not dream.


Warforged Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.


Integrated Armor. When you are not wearing armor, your AC is 12 + your Dexterity modifier. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor.


Self-Stabilizing. You have Advantage on death saving throws.


Artificial Anatomy. A warforged does not recover hit points naturally. A warforged receives only ½ hit points from spending hit dice during a short rest, and the effects of healing spells (minimum of 1). No hit points are recovered during a long rest.


A warforged can recover hit points through repairs using a 'warforged repair kit', which is a set of artisans tools that are specifically designed for this purpose. The amount of hit points recovered from 8 hours of work is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a warforged repair kit, but you only repair half of the total damage (rounded down): jewelers, masons, smiths, or tinkers tools. All warforged are proficient in the use of a warforged repair kit. The repair process is a form of 'light work' and may be performed while resting.


Languages. You can speak, read, and write Common and one additional language (usually reflecting the language of its creators or a common enemy).




Warforged Subraces
Warforged Tactician
Ability Score Increase. +1 Intelligence


The Right Nudge. A tactician starts with the guidance cantrip.


Marker. A tactician can use the Help action as a bonus action


Of Mind and Body. A tactician has an innate sense of how things work mechanically and magically when it comes to mechanisms and constructs. A Tactician has Advantage on checks to determine how certain devices work. This includes, but is not limited to, Arcana checks to identify constructs, how a particular magical-mechanical device functions, and even medicine checks on warforged.
Warforged Juggernaut
The Juggernaut variety of warforged was created for the easy mass production of warforged foot soldiers. Designed to both hold and break the battle lines.


Ability Score Increase. +1 Strength


Solid Construction. A warforged juggernaut has resistance to piercing, slashing, and bludgeoning damage.


Lasting Injury. A warforged juggernaut cannot recover hit points from resting, only by repair.


Stability. A warforged juggernaut has the advantage against effects that would physically move it or knock it prone.
Warforged Scout
Ability Score Increase. +1 Dexterity


Darkvision. The mobile sentinels of the war. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Light Frame. Scout models can perform a stealth check even when only lightly obscured.


Quick Footed. A warforged scout has a base walking speed of 35 feet.


Small stature. A scout model’s size is small instead of medium.


Warforged Repair Kit
Containing a variety of organic and inorganic materials (much like the warforged themselves) and specialized tools, this kit contains just the right materials to help warforged encourage its ability to repair 'naturally'.


A Warforged repair kit weighs 1lb and costs 50 gp for one use.


New Wizard Spells
Repair Damage
1st Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous


A Construct you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on non constructs.


At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the repair increases by 1d8 for each slot level above 1st.

Reconstruction
6th Level Transmutation
Casting Time: 1 action
Range: 60
Components: V, S
Duration: Instantaneous


Choose a construct that you can see within range. A surge of reconstructive energy washes through the construct to regain 70 hit points. This spell also ends any rust effects, removes blindness, or deafness affecting the target. This spell has no effect on non constructs.


At Higher Levels: When you cast this spell using a spell slot of 7th or higher, the repair increases by 10 for each slot level above 6th.


http://5egrognard.blogspot.com/2016/01/warforged-of-eska.html
 
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Wizards, sorcerers and warlocks have long established histories on Eska. Wizards learn their magic either through academies or through a lone master teaching his apprentice. Warlocks gain their power through pacts with powerful entities, while sorcerers come by their magic naturally. I see them more like mutants or super heroes, whose powers manifest as spell like abilities.

The elves, especially the mith'edhel have always sought to control wizardly magic. The grey elves run the traditional magical academies. In their usual haughty and arrogant views, the other races are not worthy of admission to their schools. The occasional exceptional applicant does gain admittance, however.

The mori'edhel have a long tradition of shadow magic as well.

The rock gnomes have perfected the school of animation. Wizards of this school were the driving force behind the creation of the warforged.

Sorcery Points
To make sorcerers feel different than wizards, I recently started using the spell point variant from the DMG, but with a twist.

I've rolled the sorcery points into the spell point total, and call the entire pool Sorcery Points. These points can be spent on spells, metamagic and bloodline abilities. They still reference the sorcerer table for spells known and what level spells they can cast.

Overchannel
Another way to change the feel of sorcerers is the ability to overchannel. While they are still limited on what spell levels they can know, they can power them beyond what you can typically expect from a caster of their level. As long as they have enough sorcery points, they can power their known spells to be cast at a higher level than what they would have "spell slots" for in the system in the PHB.

Example: A 5th level sorcerer has 32 total sorcery points. If he wanted to "go nova" with fireballs, he could cast a 9th level fireball, an 8th level fireball, and a 5th level fireball. That would leave just 1 sorcery point to power metamagic or power bloodline abilities.

Sorcery Point Costs
Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Sorcery Points per Level

Class Level Sorcery Points Max. Spell Level Known
1st 4 1st
2nd 8 1st
3rd 17 2nd
4th 21 2nd
5th 32 3rd
6th 38 3rd
7th 45 4th
8th 52 4th
9th 66 5th
10th 74 5th
11th 84 6th
12th 85 6th
13th 96 7th
14th 97 7th
15th 109 8th
16th 110 8th
17th 124 9th
18th 132 9th
19th 142 9th
20th 153 9th

Spells of 6th level and higher are particularly taxing to cast. You can only cast one spell of each level 6th level or higher. You can’t cast another of those levels until you finish a long rest.


I've ran two sessions using these rules. The sorcerer did overchannel twice, but not maxing out. So far I like what I see, but further playtesting awaits.

http://5egrognard.blogspot.com/2016/02/arcane-casters-of-eska.html
 

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