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<blockquote data-quote="Wrathamon" data-source="post: 6370936" data-attributes="member: 7989"><p>Why a feat? </p><p></p><p></p><p>I think the Base AC 13 is interesting and probably the way to go. AC bonus is problematic and this fits the theme and their is precedence for this with other mechanics not being bonuses but changing the AC (like mage armor or the monks unarmored mechanic). Great suggestion.</p><p></p><p>Not a fan of the 1/2 healing from cure. I didnt care for it during 3rd. If they are alive why wouldnt they benefit? They would need significant benefit to offset that for balance if the Theme is they are hard to heal with traditional magic and they need a repair spell. </p><p></p><p>They dont make Death saves might be enough</p><p></p><p>+2 Con +1 to any other ability ( I like this as they could be built for different purposes)</p><p>Base AC is increased to 13 (then have feats to augment this or magic items they can attune with to increase this)</p><p>Docent slot: A Warforged can have one more attuned magical item then normal, as long as that item is a docent.</p><p></p><p>living construct traits</p><p>trance from elves</p><p>immunity to disease</p><p>do not need to eat or drink and a war forged gets advantage on the Constitution Saving throw to avoid exhaustion.</p><p>Warforged are immune to Suffocating, but are still affected by gases or other effects transmitted through the air or breathing.</p><p>They do not make a death save when reduced below 1 hp. They are automatically stabilized.</p><p>They receive only half the normal hps from healing magic, but spells that can mend or repair can be used to heal as if they were a cure wounds spell for full healing.</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 6370936, member: 7989"] Why a feat? I think the Base AC 13 is interesting and probably the way to go. AC bonus is problematic and this fits the theme and their is precedence for this with other mechanics not being bonuses but changing the AC (like mage armor or the monks unarmored mechanic). Great suggestion. Not a fan of the 1/2 healing from cure. I didnt care for it during 3rd. If they are alive why wouldnt they benefit? They would need significant benefit to offset that for balance if the Theme is they are hard to heal with traditional magic and they need a repair spell. They dont make Death saves might be enough +2 Con +1 to any other ability ( I like this as they could be built for different purposes) Base AC is increased to 13 (then have feats to augment this or magic items they can attune with to increase this) Docent slot: A Warforged can have one more attuned magical item then normal, as long as that item is a docent. living construct traits trance from elves immunity to disease do not need to eat or drink and a war forged gets advantage on the Constitution Saving throw to avoid exhaustion. Warforged are immune to Suffocating, but are still affected by gases or other effects transmitted through the air or breathing. They do not make a death save when reduced below 1 hp. They are automatically stabilized. They receive only half the normal hps from healing magic, but spells that can mend or repair can be used to heal as if they were a cure wounds spell for full healing. [/QUOTE]
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