Warforged

When creating a Warforged character you may use either the version provided in Eberron: Rising from the Last War, or the version below. ''Note: The version below is straight-up better. The Envoy is identical to the Last War version but gets a bonus in whatever ability they want and Integrated Tool.''

Warforged Traits
Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase
Your Constitution score increases by 1.

Age
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d6

Height = 5 feet + 10 inches + your size modifier in inches

Weight in pounds = 270 + (4 × your size modifier)

Speed
Your base walking speed is 30 feet.

Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
 * You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
 * You don’t need to eat, drink, or breathe.
 * You are immune to disease.
 * You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
 * You gain a +1 bonus to Armor Class.
 * You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
 * While you live, your armor can’t be removed from your body against your will.

Languages
You can speak, read, and write Common.

Ability Score Increase
Two different ability scores of your choice each increase by 1.

Specialized Design
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

Integrated Tool
Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.

Ability Score Increase
Your Strength score increases by 2.

Iron Fists
When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ability Score Increase
Your Dexterity score increases by 2.

Swift
Your walking speed increases by 5 feet.

Light Step
When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)