Your Strength and Constitution score increases by +1.
A Warforged is built complete and considered fully developed after construction, therefore are built to last.
As constructs, Warforged are usually neutral, however they may tend towards the alignments of their creators.
An average Warforged stands between 5'-6' and weigh between 225-350 lbs. Your size is medium.
Your base walking speed is 30 feet.
You are a Construct. In addition, you are immune to the poisoned condition, sleep, fear, and disease effects. You have resistance to piercing damage. You have resistance to slashing unless the roll is a critical, hitting the wood fibers of your muscle, then you take the full critical damage. You are weak to water, lightning, and fire damage. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions. As a Warforged you receive only 1/2 HP from recovery dice during a short or long rest and the effects of healing spells, unless a spell effect details otherwise.
As a Warforged you gain advantage on all death saving throws. 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 HP 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 full Warforged repair kit at 1/2 efficiency: Jewelers, Masons, Smiths, or Tinkers tools. All Warforged's are proficient in the use of a Warforged repair kit. Work with your DM to determine the cost of Warforged repair kits, number of maximum uses, and where to find / purchase them (and cost).
As a Warforged you go into an inert state every day at your choice. Your Warforged gains the benefits, except for restored HP, of a long rest after 4 hours of this. The time taken for repairs does not count toward this rest.
As a Warforged, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor (this plating is considered light armor). Because of this trait, your Warforged body can be enchanted as armor. You can choose to remove your plating, or to have been constructed without it, which removes the AC bonus but frees the armor slot. The statistics including weight for your natural armor is determined by your subrace.
You can speak, read and write Common and up to one extra language of your choice based on your creator's background.
Your Intelligence score increases by +2.
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
A battle caster's Forged for War natural AC is 13 plus your Dexterity modifier. In addition, you have advantage on the first spell saving throw you make during each combat.
Your Dexterity score increases by +2.
You were built for speed and mobility over raw power; your base speed is 35ft.
A Warforged scout's Forged for War' AC is 13 plus your Dexterity modifier.
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.
Your Strength score increases by +2.
A Warforged juggernaut has advantage on saving throws against physical effects to push, pull, or knock it prone.
A Warforged juggernaut's Forged for War AC is 18. This plating is treated as heavy armor and you become proficient with heavy armor. Because of your heavy armor, you have disadvantage on all Dexterity (Stealth) checks. This does not stack with his Dexterity bonus.