Article
Discussion

Race:Warforged

From DDO Compendium

Available
in DDO Store

Favored Class: Fighter

Suggested Path(s): Bastion of the Outlands, Savage of the Wild, Storm of Kargon

  • +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion: As living constructs, warforged have a natural immunity to the sickened condition.
  • Stabilized by Repair skill, Repair Damage Spells regenerate, Positive energy healing spells (such as Cure spells) half as effective: Damage dealt to a warforged can be healed by Repair Damage spells and warforged are stabilized by the Repair skill, however, Cure and Heal spells and potions only provide half their normal effect.
  • +2 armor bonus and 5% chance arcane spell failure: The Composite Plating used to build a warforged takes the place of armor or robes and interferes slightly with spell casting.
  • Light Fortification: There is a 25% chance that when a critical hit or sneak attack is scored, it is negated and damage is rolled normally.

Warforged are constructs built to fight in the Last War and the humanoid races of Eberron regard warforged as unpleasant reminders of the brutality of that war. As they strive to be a part of society, warforged struggle to find ways to relate to the other races that created them.

Adventuring is one way that warforged can fit into the world, at least as well as any adventurer ever does. 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 that they didn't create and at the same time engage in some meaningful activity.

Originally intended as nothing more than mindless war machines, the warforged acquired sentience due to the arcane experiments intended to improve these weapons of destruction. Through these experiments, the warforged moved away from being true constructs and became alive. The basic and most plentiful warforged are just slightly larger than humans. Larger varieties of warforged-like constructs can also be encountered, as these remnants of the Last War still exist.
Composite PlatingWarforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
Warforged ImmunitiesWarforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects.

1 Iron Companion
You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
1 Warforged Combat Training I
Grants a +1 bonus to your Balance skill.
Cost: 1 action point
1 Warforged Construct Thinking I
Grants a +1 bonus to saves against Will-based Enchantments.
Cost: 1 action point
1 Warforged Damage Reduction I
You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.
Cost: 2 action points
1 Warforged Hardiness I
Grants a +1 bonus to Fortitude saves.
Cost: 1 action point
1 Warforged Healer's Friend I
Benefit from healing spells is increased by 15%.
Cost: 2 action points
1 Warforged Mechanics I
Grants a +1 bonus to your Repair skill.
Cost: 1 action point
2 Warforged Brute Fighting I
Activate this ability to cause your melee attacks to generate 10% more hate, making enemies more likely to attack you.
Cost: 1 action point
Spent: 3 action points
2 Warforged Great Weapon Aptitude I
Glancing blows produced by your two-handed weapon attacks have an increased chance of producing magical weapon effects such as flaming.
Cost: 1 action point
Spent: 3 action points
Requires All of: Two Handed Fighting
2 Warforged Inscribed Armor I
Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%.
Cost: 1 action point
Spent: 3 action points
2 Warforged Tactics I
Grants a +1 bonus on the DC of your combat feats, making it harder for enemies to resist your combat maneuvers such as Trip and Stunning Blow.
Cost: 2 action points
Spent: 2 action points
3 Racial Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
Spent: 7 action points
Requires All of: Toughness
3 Warforged Constitution I
Grants a +1 increase to your Constitution score.
Cost: 2 action points
Spent: 6 action points
4 Steel Companion
You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 10 action points
Requires All of: Iron Companion
4 Warforged Combat Training II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
4 Warforged Mechanics II
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Warforged Mechanics I
4 Warforged Power Attack I
Your Power Attack feat does 1 additional point of bonus damage but also has an additional -1 to your attack bonus.
Cost: 1 action point
Spent: 11 action points
Requires All of: Power Attack
5 Warforged Healer's Friend II
Benefit from healing spells is increased by 20%.
Cost: 4 action points
Spent: 12 action points
6
6
6
6
6
6
6
6
6
6
6
6 Racial Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 18 action points
Requires All of: Toughness, Racial Toughness I
6 Warforged Brute Fighting II
Activate this ability to cause your melee attacks to generate 15% more hate, making enemies more likely to attack you.
Cost: 2 action points
Spent: 18 action points
6 Warforged Construct Thinking II
Grants an additional +1 bonus to saves against Will-based Enchantments, bringing the total increase to 2.
Cost: 2 action points
Spent: 18 action points
6 Warforged Damage Reduction II
You gain an additional point of damage reduction, improving your existing damage reduction by 1/adamantine.
Cost: 4 action points
Spent: 16 action points
6 Warforged Hardiness II
Grants an additional +1 bonus to Fortitude saves, bringing the total increase to 2.
Cost: 2 action points
Spent: 18 action points
Requires All of: Warforged Hardiness I
6 Warforged Inscribed Armor II
Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 5% and the Adamantine Body Feat to 25%.
Cost: 2 action points
Spent: 18 action points
6 Warforged Tactics II
Grants an additional +1 bonus on the DC of your combat feats, bringing the total increase to 2.
Cost: 4 action points
Spent: 16 action points
Requires All of: Warforged Tactics I
8 Mithral Companion
You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 26 action points
Requires All of: Steel Companion
8 Warforged Combat Training III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
8 Warforged Constitution II
Grants an additional +1 to your Constitution score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Warforged Constitution I
8 Warforged Great Weapon Aptitude II
Glancing blows produced by your two-handed weapon attacks get an additional increase to their chance of producing magical weapon effects such as flaming.
Cost: 2 action points
Spent: 26 action points
8 Warforged Mechanics III
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Warforged Mechanics II
9 Racial Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Cost: 3 action points
Spent: 29 action points
Requires All of: Toughness, Racial Toughness II
9 Warforged Healer's Friend III
Benefit from healing spells is increased by 25%.
Cost: 6 action points
Spent: 26 action points
9 Warforged Power Attack II
Your Power Attack feat does 2 additional points of bonus damage but also has an additional -2 to your attack bonus.
Cost: 2 action points
Spent: 30 action points
Requires All of: Warforged Power Attack I
10 Warforged Brute Fighting III
Activate this ability to cause your melee attacks to generate 20% more hate, making enemies more likely to attack you.
Cost: 3 action points
Spent: 33 action points
10 Warforged Inscribed Armor III
Removes Arcane spell failure from base Warforged Composite Plating and Mithral Body. Reduces arcane spell failure chance of the warforged's Adamantine Body Feat to 20%.
Cost: 3 action points
Spent: 33 action points
10 Warforged Tactics III
Grants an additional +1 bonus on the DC of your combat feats, bringing the total increase to 3.
Cost: 6 action points
Spent: 30 action points
Requires All of: Warforged Tactics II
11 Warforged Damage Reduction III
You gain an additional point of damage reduction, improving your existing damage reduction by 1/adamantine.
Cost: 6 action points
Spent: 34 action points
12 Adamantine Companion
You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 42 action points
Requires All of: Mithral Companion
12 Racial Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Cost: 4 action points
Spent: 40 action points
12 Warforged Combat Training IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
12 Warforged Construct Thinking III
Grants an additional +1 bonus to saves against Will-based Enchantments, bringing the total increase to 3.
Cost: 3 action points
Spent: 41 action points
12 Warforged Hardiness III
Grants an additional +1 bonus to Fortitude saves, bringing the total increase to 3.
Cost: 3 action points
Spent: 41 action points
Requires All of: Warforged Hardiness II
12 Warforged Mechanics IV
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Warforged Mechanics III
14 Warforged Brute Fighting IV
Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Cost: 4 action points
Spent: 48 action points
14 Warforged Great Weapon Aptitude III
Glancing blows produced by your two-handed weapon attacks get an additional increase to their chance of producing magical weapon effects such as flaming.
Cost: 3 action points
Spent: 49 action points
14 Warforged Power Attack III
Your Power Attack feat does 3 additional points of bonus damage but also has an additional -3 to your attack bonus.
Cost: 3 action points
Spent: 49 action points
Requires All of: Warforged Power Attack II

Warforged characters, being living constructs, do not "breathe" and are therefore not hindered by being underwater. They cannot drown.