Warforged were created in the last days of the War of the Red Son to help ensure victory. Living constructs designed for one purpose, must now try to find another one in a land without war.
As a warforged, you have the following racial traits.
Ability Score Adjustments: Your Constitution score increases by 2.
Living Construct: Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
Unsleeping Sentinel: Warforged don’t need to sleep. Instead, they settle into a resting state, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Warforged Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Integrated Armor: When you are not wearing armor, your AC is 12 + your Dexterity modifier. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor.
Self-Stabilizing: You have advantage on death saving throws.
Languages: You can speak, read, and write Common.
Subraces: Multiple types of warforged are found among the worlds of D&D, including warforged scouts and warforged soldiers. Choose one of these types.
Warforged Scout Used for espionage style missions these smaller warforged try to make a meaning out of a life without war.
Ability Score Adjustment: Your Dexterity score increases by 1.
Speed: 35 feet
Warforged Soldier Used as the brunt of the army near the end of the War of the Red Son, these warforged try to make a meaning out of a life without war.
Ability Score Adjustment: Your Strength score increases by 1.
Speed: 30 feet