Warforged

The Warforged are beings made of metal given life and sentience, similar to that of constructs. Their original creation and purpose is one lost to time, though many tales circulate of their origin. Some believe they are the remaining soldiers of the old dwarven empires of Khoradunn, wandering without purpose since the fall of their ancient thrones. Others believe they are those infused with the very essence of law from the realms of Imperius, perhaps even their sentinels and messengers, to ensure the balance. This truth eludes even the warforged, and whatever original purpose they once had remains a mystery. Regardless of this, warforged typically find themselves enforcers of law and balance - guards, watchmen, judges and arbiters, positions of order and justice suit the conventional warforged the most, but some relish in their newfound freedom and wanderlust.

Features
Ability Score Increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

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

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

Specialized Design: You gain one skill proficiency and one tool proficiency of your choice.

Languages: You can speak, read, and write Common and one other language of your choice.