TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  TITLE 
  1 
   
   
   
   
   
   
   
   
   
   
   
  
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  TITLE 
  2 
  The Feyforged 
   
   
   
  A Variant Warforged  
  Inspired by Elemental Biomechanical Heroes
   
   
  by Cameron Day  
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of 
  the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2020 Daylight Publications and Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  TITLE 
  3 
  Credits 
  Writing, Editing, and Layout: Cameron 
  Day 
  Mask Development: Griffin Fredette  
  Creative Consultants: Luke Robinson and 
  FlyCheeseDM   
  Warforged Logo: LordSinclair 
  Interior Art: Marcel Budde 
  Cover Art: Eden Sanders 
  Internal Arbiter Icon: Cameron Day  
  Page 
  Backgrounds 
  and 
  Title 
  Page 
  Divider: DMs Guild Stock Art 
  Landscapes: Wikimedia Commons 
   
  On The Cover 
   
  In this image by Eden Sanders, we see six 
  heroes of the Feyforged coming together in 
  a bond of fellowship and strength. These 
  groups, 
  often 
  called 
  Faebound, 
  are 
  incredibly powerful conduits of elemental 
  and fey magic.  
   
   
  Inspiration 
  This book, akin to Griffin and I’s previous 
  work Xorforged, is inspired by some of the 
  most kickass buildable heroes a kid could 
  grow up with if you were a kid between 
  2004 and 2008. We wanted to take the 
  sheer heroics and those concepts of unity, 
  duty, and destiny and weave it into the 
  Eberron setting.  
   
  What’s in Here? 
  Within the book you will find a new variant 
  warforged, which has eight elemental 
  subraces: Ice, Fire, Water, Air, Earth, Stone, 
  Star, and Shadow. You will also find a 
  collection of magic items called quorforged 
  masks, racial treasures for the warforged 
  that grant incredible power. 
   
  Dedications 
  To all my friends and family, and most of all, 
  to my little fox. – C.D.  
  To Stephen Cinquegrano II, the biggest 
  Bionicle fan I know. – G.F.  
   
   
  Contents  
  Pgs. 1 – 10: The Feyforged   
  Pgs. 11 - 13: The Masks of the Quorforged  
   
   
   Elemental Hearts 
  “Move swift as the Wind and closely-formed 
  as the Wood. Attack like the Fire and be still 
  as the Mountain.” ― Sun Tzu, The Art of 
  War 
  
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  TITLE 
  4 
  The Feyforged 
  From the Records of Ignys Byr, Leader of 
  the Arbiters:  
   
  The Feyforged are a unique people, so similar 
  to us but so alien all in the same breath. 
  Their connection to the elements of nature is 
  unprecedented and unheard. When the 
  original six arrived to aid us in the fight 
  against evil during the Last War, the 
  Principle was caught off guard. They did not 
  know whether to welcome them or be 
  cautious.   
   
  However, many now dwell within the ranks 
  of the Arbiters, and I have yet to encounter 
  any in our clashes with the Deceivers – 
  although I am sure that Leydgrym and the 
  Lord of Blades would only be too happy to 
  have some within their ranks. The feyforged 
  are a goodly people, a lesson of what we 
  could become.  
   
  Children of Artifice, 
  Children of Arcana 
  The feyforged are an enigma to most of 
  Eberron, with few elves or practitioners of fey 
  magic knowing just how they came to be. 
  Traditionally, almost no warforged could form a 
  bond with the elements due to their nature of 
  assembly, but in the midst of the Last War, a 
  group of six emerged from across Khorvaire to 
  aid the fight for salvation.  
   
  Since then, small communities have appeared in 
  these separate corners of the world some 
  coming from across the seas in Xen’Drik while 
  others dwell deep within the earth. All that can 
  be truly agreed on is that the massive power 
  these warforged wield is unlike anything 
  scholars have seen across all of time.  
   
  Even draconic scholars on Argonnessen are 
  confused as to the origin and birth of these 
  individuals, for it does not even appear within 
  their prophecies. However, to many average 
  citizens of the world, they are welcome sights in 
  their cities and towns – bringers of aid and good 
  omens.  
   
  Feyforged are slightly different than their 
  regular warforged brethren, standing taller and 
  broader in many cases. They often showcase 
  some sort of attachment to their elemental core, 
  whether in the design of their armor and 
  plating or to the literal fabric of their being.  
   
  Ability Score Improvement. Your Constitution 
  increases by 2.  
   
  Age. Feyforged have no secure lifespan, living 
  as long as they are able to draw power from 
  their 
  elemental 
  domain. 
  Immortality 
  is 
  suspected amongst the feyforged.  
   
  Alignment. Most feyforged tend to be neutral, 
  simply living as beings of nature, but others will 
  often have alignments connected to their 
  elements. Fireforged usually are more chaotic 
  good due to their hot temper and jovial manner, 
  while a windforged would be closer to neutral 
  good 
  for 
  their 
  carefree 
  attitude 
  and 
  lackadaisical ways.  
   
  Size. Feyforged are much taller and heavier 
  than regular warforged, most towering 8 feet 
  above their counterparts and weighing upward 
  of five hundred to six hundred pounds. You are 
  Medium.  
   
  Speed. Your base walking speed is 30.  
   
  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. 
  
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  TITLE 
  5 
  - 
  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. 
    
  Arcane Insight. Due to your fey nature, all 
  feyforged gain advantage on Arcana checks and 
  able to naturally sense hubs of magic – akin to a 
  paladin’s ability to sense evil; a feyforged will 
  sense 
  strong 
  magical 
  presences 
  with 
  a 
  sensation of static electricity, while magically 
  corrupt or dead zones will sound like a ringing 
  in the ears.  
   
  Elemental Birth. You were born into one of the 
  eight elements that are representative amongst 
  the feyforged. Pick one of the elemental 
  subraces.  
   
   
   
   
   
  
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  TITLE 
  6 
  Frostforged  
  The frostforged originate from the far north of 
  Eberron, rumored to be born from the great 
  glaciers of Icewhite Island – and it is true that 
  here their stronghold of Frostkeep stands. 
  However, 
  there 
  are 
  several 
  frostforged 
  settlements scattered across the north, and 
  most recently some have even emigrated to the 
  glaciers in the Ironroot Mountains.  
   
  They have become unspoken sentinels to some 
  of the old ruins that act as doorways into the 
  depths of the mountains and the Realm Below, 
  keeping dwarven and other explorers away 
  from them.  
   
  Many dwelling within 
  the Mror Holds have 
  come to begrudgingly 
  appreciate 
  the 
  frostforged for holding 
  back 
  the 
  occasional 
  derro or daelkyr raid, 
  and 
  even 
  keeping 
  avalanches at bay. 
   
  Frostforged 
  are 
  sarcastic, aloof, and cold 
  – but deep down are 
  fierce protectors and 
  masters of prophecy.  
   
  Ability 
  Score 
  Improvement. 
  Your 
  Wisdom increases by 1.  
   
  Armor 
  Color. 
  Frostforged 
  tend 
  to 
  have 
  plating 
  that 
  naturally develops in 
  shades of white, pale 
  blue, or crème.  
   
  Soul of Ice. On top of 
  gaining resistance to 
  cold damage, pick one 
  racial ability below. You 
  pick the second one at level 4 in place of an 
  ability score improvement or feat: 
   
  Hands Like Ice: You may cast Frostbolt 
  as a cantrip, as well as create an ice replica of a 
  weapon you are proficient with. It breaks after 
  one hour, and you must complete a short rest 
  before using again. Wisdom is your spellcasting 
  ability.  
  Icy Step. You may cast Misty Step 
  without using a spell slot. When you do so, you 
  are surrounded by a small blizzard which fills a 
  5-foot radius and deals 1d4 cold damage. When 
  you step to your new location, the blizzard 
  drops, leaving a pile of snow.  
  
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  TITLE 
  7 
  Stoneforged 
  Stoneforged are boisterous and gregarious, 
  always up for a good tournament or game. In 
  fact, it was they who created an increasingly 
  popular game called forge-ball: a game in which 
  four teams compete at once, carrying shields 
  and large scoop-headed staves, attempting to 
  get at least two dripping magma balls into in 
  each of their opponents’ goals.  
   
  The stoneforged are also great architects and 
  sculptors, and this is represented in many of 
  their 
  daredevil 
  feats 
  of 
  craftsmanship. 
  One 
  day 
  a 
  mountain side might be just 
  plain 
  rock, 
  the 
  next 
  an 
  elaborate fresco carved by a 
  traveling stoneforged. Their 
  main city of Rockgate sits at 
  the edge of the Blackcaps, with 
  a colossal forge-ball ring in its 
  center. 
   
  It is very often a weekend or 
  holiday treat to go and watch 
  feyforged 
  from 
  across 
  Khorvaire come to play forge-
  ball, and just recently they 
  have 
  begun 
  to 
  allow 
  nonforged to build teams and 
  compete.  
   
  Stoneforged 
  are 
  friendly, 
  practical 
  jokers, 
  and 
  are 
  always 
  up 
  for 
  a 
  wager. 
  However, 
  they 
  are 
  easily 
  offended if you do not join 
  them in a game or bet.  
   
  Ability Score Improvement. 
  Your Dexterity increases by 1.  
   
  Armor 
  Color. 
  Stoneforged 
  tend to have plating that 
  naturally develops in various 
  shades of browns, black, and 
  gray.  
   
  Soul of Stone. On top of gaining resistance to 
  nonmagical bludgeoning damage, pick one 
  racial ability below. You pick the second one at 
  level 4 in place of an ability score improvement 
  or feat: 
   
  Fist of Stone. As an action you may 
  transform your fist into a solid stone club, 
  dealing 1d8 bludgeoning damage.  
   
  Climbing Spikes. As an action, you may 
  grow hefty climbing spikes from your feet and 
  hands. You gain a climb speed of 40.   
  
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  TITLE 
  8 
  Earthforged 
  Earthforged are far different from their other 
  feyforged brethren. They are reclusive and 
  quiet, preferring their tunnels and underground 
  cities to the light and noise above. However, 
  where the other feyforged act as the second 
  ring of defense, the earthforged are on the 
  frontlines fighting the horrors of the Realm 
  Below.  
  Often they will scare off miners or adventurers 
  who are probing too deep or have come across 
  a daelkyr vault, doing their best to keep 
  everyone above safe.  
   
  The earthforged capital city 
  of Deepgem is a beauty to 
  behold, 
  carved 
  from 
  a 
  massive 
  buried 
  Siberys 
  dragonshard that sits deep 
  below the Talenta Plains. 
  The earthforged are often 
  found with dragonshards 
  and other crystals growing 
  from their bodies as they 
  have become closer intuned 
  with the earth.  
   
  Earthforged are solemn and 
  slow to speak, but quick to 
  action if need be. They are 
  extremely intelligent and 
  sensitive 
  to 
  their 
  surroundings.  
   
  Ability 
  Score 
  Improvement. 
  Your 
  Intelligence increases by 1.  
   
  Armor Color. Earthforged 
  tend to have plating that 
  naturally comes in shades of 
  black, purple, and gray.  
   
  Soul of Earth. On top of 
  gaining 
  blindsight 
  – 
  meaning you are able to see 
  with your eyes closed for up 
  to 120 feet – as an innate ability, pick one racial 
  ability below. You pick the second one at level 4 
  in place of an ability score improvement or feat: 
   
   
  Burrower. You gain a burrowing speed 
  of 40 feet and cannot be attacked while 
  burrowing.  
   
  Spiky Exterior. You can fire up to 2d6 
  crystals up to thirty feet from your back as an 
  action, all dealing 1d6 piercing damage. You 
  must complete a short rest before doing again.  
   
  
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  TITLE 
  9 
  Fireforged 
  The fireforged are as hot and caustic as their 
  name would suggest, dwelling in numerous 
  volcanic colonies across the entire plane. Their 
  main outpost is a massive forge in the Lake of 
  Fire in the Demon Wastes, where the fireforged 
  revel in hunting demons and hellspawn. This 
  fort, called Sparkhold, sits in the bowels of the 
  volcano, providing fuel for the war effort 
  against the creatures of the Wastes.  
   
  The 
  fireforged, 
  while 
  rather 
  isolationist and xenophobic at 
  times – believing that they are the 
  purest of the feyforged – are 
  champion fighters and smiths for 
  a reason and will often take 
  trophies of the beasts they kill and 
  incorporate it into their armor 
  and plating. While this often gives 
  them an infernal appearance, the 
  fireforged 
  abhor 
  anything 
  infernal.  
   
  Many of the houses come to hire 
  fireforged 
  soldiers 
  or 
  mercenaries, but they are not 
  bought. If you can offer a hunt 
  unlike that a fireforged has ever 
  seen, then you shall win their 
  services.  
   
  Ability 
  Score 
  Improvement. 
  Your Strength increases by 1.  
   
  Armor Color. Fireforged tend to 
  have plating that naturally comes 
  in shades of red, orange, and 
  yellow.  
   
  Soul of Fire. On top of gaining 
  resistance to fire damage, pick 
  one racial ability below. You pick 
  the second one at level 4 in place 
  of an ability score improvement 
  or feat: 
   
  Forge Gut. In your stomach sits a small 
  furnace. As an action you may open the furnace 
  and spew molten fire in a 10-foot cone, dealing 
  3d10 fire damage on a failed Dexterity save and 
  half on one. You must complete a long rest 
  before using again.  
   
  Fist of Fire. You may cast Firebolt as a 
  cantrip. Wisdom is your casting 
  ability. 
  Alternatively, you may light your fists on fire for 
  one minute, boosting your unarmed strike to 
  1d6+2 fire damage for one hour. You must 
  complete a short rest before using again.   
  
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  TITLE 
  10 
   
  Waveforged 
  Waveforged are mediators, naturalists, and 
  guardians of the natural world. In a sense, it is 
  they who are the “purest” of feyforged, for they 
  live in harmony with the world around them. 
  Their great city of Tidalholme rests deep within 
  the Tempest Strait, and it is here they grow 
  massive coral gardens and commune with the 
  beasts of the deep.  
   
  The waveforged are unique in 
  their abilities to swim and not 
  rust or deteriorate underwater. 
  Many believe this is because they 
  laminate their plating with coral 
  and wrap the livewood of their 
  body 
  with 
  seaweed. 
  Many 
  waveforged often have large 
  coral formations growing from 
  their bodies, along with shells, 
  barnacles, 
  and 
  even 
  small 
  habitats within their bodies.  
   
  Many view the waveforged as 
  completely alien 
  from 
  them, 
  soggy philosophers from the 
  seas, but once one makes a friend 
  of a waveforged, you have a 
  friendship that will last for 
  generations.  
   
  Ability 
  Score 
  Improvement. 
  Your Charisma increases by 1.  
   
  Armor Color. Waveforged tend 
  to have plating that naturally 
  comes in shades of blue, white, 
  green, and silver.  
   
  Soul of Water. On top of gaining 
  a swim speed of 30, pick one 
  racial ability below. You pick the 
  second one at level 4 in place of 
  an ability score improvement or 
  feat: 
   
  Coral Quills. You are covered in fine 
  coral spines. Any target attempting to grabble 
  you has disadvantage.  
   
  Call of the Waves. As an action, you 
  may summon a phantom wave in a 30-foot 
  cone. All targets must make a Dexterity save or 
  be thrown twenty feet and dealt 1d12 
  bludgeoning damage. You must complete a 
  short rest before using again.   
   
  
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  TITLE 
  11 
  Windforged  
  Windforged are jokers, pranksters, and very 
  often lazy. They love doing nothing more than 
  flying down the canyons of their territory in the 
  Endworld Mountains and frightening shepherds 
  or hunters as they blast by at incredible speeds. 
  Some believe that this is a way for windforged 
  to enter the Drift, a demiplane of consciousness 
  within the Plane of Dreaming where they can 
  see throughout time and space – much like 
  dervishes.  
   
  Many people however journey to their massive 
  skyport of Mathau’s Reach to learn how 
  to build racing airships, from small skiffs 
  to five or six-sailor skymarans. The 
  windforged are impressive aerialists but 
  are also fiercely protective of any 
  creatures of the sky, especially dragons.  
   
  Any trapper, poacher, or hunter who 
  attempts to hunt or kill a dragon while a 
  windforged is nearby is woe betide the 
  pain they will suffer. Even if the dragon 
  is evil, the windforged understand the 
  balance that is needed.  
   
  Windforged, while cheery and friendly, 
  are 
  also 
  extremely 
  paranoid 
  and 
  untrustworthy of outsiders. When a 
  bond is made between windforged and 
  others, the bound should never break, or 
  else the skies themselves shall tremble.  
   
  Ability Score Improvement. You can 
  increase any one stat by 1.  
   
  Armor Color. Windforged tend to have 
  plating that naturally tends towards 
  shades of green, gold, and brown.  
   
  Soul of Air. As well as gaining a fly speed 
  of 30, pick one racial ability below. You 
  pick the second one at level 4 in place of 
  an ability score improvement or feat: 
   
   
  Drift-By. As an action, a windforged 
  may divebomb a target. They must be able to 
  travel in a 60-foot straight line to the target. At 
  20 feet, they enter the Drift, and reappear 
  behind the target. The target must roll a 
  Wisdom saving throw – if they fail they take 
  2d12 psychic damage, but if they pass they take 
  half. You must complete a long rest before 
  repeating.  
   
  Air Slash. Your unarmed strikes are so 
  fast and furious that you deal an additional 1d6 
  slashing damage on criticals as the air cuts your 
  target.  
   
  
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  TITLE 
  12 
   
  Starforged  
  The starforged are an enigma, even to the other 
  feyforged. Some believe they simply fell to earth 
  in dragonshards from Siberys, while others 
  have heard tales of warforged caught in the 
  light of the Scarlet Comet, a phenomenon that 
  only occurs once every thirty years. 
   
  Be that as it may, the starforged are very rare, 
  and when one is spotted, it either means a time 
  of great chaos is coming or a time of great 
  prosperity. They are seen as prophets, sent 
  from the Dragon Above to be bearers of news.  
   
  Starforged stand out in a crowd, and for good 
  reason. The livewood of their bodies has been 
  completely replaced by humming astral energy, 
  resembling galaxies and cosmoses. The metal 
  plating of their body almost has a Damascus 
  patterning to it, and crowns of dragonshards 
  sprout from their heads. And additionally, 
  starforged do not walk, but simply glide.   
   
  Many people, including other feyforged, often 
  keep the starforged at an arm’s reach, 
  interacting if only need be. Otherwise, the 
  starforged wander Eberron, never really 
  settling down – however some have come to 
  call Sharn home and have begun to build a 
  great observatory there. 
   
  Starforged are quiet, alien, and distant, rarely 
  speaking to anyone – although they are very 
  friendly with changelings and kalashtar. 
   
  Ability Score Improvement. You can increase 
  any one stat by 2. 
   
  Armor Color. Starforged tend to have plating 
  that naturally comes in shades of gold, silver, or 
  tungsten. Often Damascus or constellation 
  patterns will form.   
   
  Soul of Stars. On top of gaining a glide speed of 
  30 feet – you hover 3 inches above the ground 
  and have advantage against being knocked 
  prone – pick one racial ability below. You pick 
  the second one at level 4 in place of an ability 
  score improvement or feat:  
   
  Star Sword. You can summon forth a 
  blade of starlight from your wrist. It deals 1d8 
  radiant damage and blinds a target on a critical 
  for 1 minute.  
   
  Cosmic Prophet. When you roll a 
  natural 19 or 20 on a Charisma-based check, 
  you may add half your Charisma score to any 
  Charisma-based check for the next hour. You 
  must complete a short rest before using this 
  ability again. 
   
  
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  TITLE 
  13 
   
   
  Shadowforged 
  The shadowforged are earthforged who delved 
  too deep into the Realm Below and became lost, 
  but rather than fighting till the last breath, they 
  gave into the darkness and they fell to the 
  daelkyr.  
   
  Shadowforged resemble nothing of what they 
  once were. Their livewood and plating is 
  cracked and broken, the coils and veins of 
  daelkyr infection spread across their bodies. 
  Their eyes burn a deep blood red, and ichor 
  constantly drips from open sores on the 
  muscles that stretch across them. Few have 
  ever been able to break free of the daelkyr’s 
  control and return to the light. Those who do 
  live in constant regret and shame, ostracized by 
  feyforged across the plane. They become 
  vigilantes and pariahs, warriors of shadow.  
   
  Ability Score Improvement. Increase any two 
  stats by 1. 
   
  Armor Color. Shadowforged tend to have 
  armor that naturally comes in shades of rusty 
  red, brown, and black.  
   
  Daelkyr Mutation. You have lived in the grasp 
  of the daelkyr, willingly or unwillingly – it does 
  not matter. Their mark is upon you, pick one 
  mutation at 1st level, and then one every fifth 
  level: 
   
  Tentacle Arm. One of your arms has 
  become a long tentacle. Your reach is increased 
  by ten feet, and you may also use the tentacle in 
  combat or in using items as if it were a hand.   
   
  Telepathic Tendrils. Two thin but long 
  tendrils sprout from your head, and allow you 
  minor telepathic abilities. You have advantage 
  on Insight and Perception checks.  
   
  Serrated Claws. Massive serrated claws 
  grow from your hands, dealing 1d12 slashing 
  damage as well as 1d6 bleed damage each 
  round. A successful Constitution save ends the 
  bleed damage. You cannot use items or perform 
  fine motor abilities.   
   
  Poisonous Pincers. Terrifying pincers 
  have grown around your mouth and drip acid. 
  You gain a bite attack that deals 1d8 piercing 
  and 1d4 acid damage. Any enemy you bite is 
  considered grappled.  
   
  Throwing Spikes. You are able to grow 
  and throw thick bone spikes from your body 
  that deal 1d6 piercing damage up to 60 feet. 
  You can grow up to 20 per long rest. Targets 
  grappling you have disadvantage.   
   
  Bone Blade. You are able to sheath and 
  unsheathe a large bone blade from within your 
  forearm. It deals 1d10 slashing damage and 1d4 
  necrotic damage.  
  
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  TITLE 
  14 
  The Masks of the 
  Quorforged 
  From the Records of Ignys Byr, Leader of 
  the Arbiters:  
  In the age of giants, during the war between 
  they and 
  the Quori of 
  Dal Quor, 
  a 
  new 
  weapon emerged in Xen’Drik that would 
  reshape warfare in Eberron forever: the 
  ancestors of the warforged. The earliest 
  forms of the warforged are said to have been 
  created at this time, but in the eyes of most, 
  these were simple constructs that lacked the 
  sentience and individuality that we see 
  in warforged today, however legends tell of a 
  special group of constructs with intelligence 
  and capabilities far beyond their time.  
   
  Some believe that the Quori created masks 
  imbued 
  with 
  magic, 
  made 
  to 
  attach 
  to warforged and enhance them in various 
  ways. These masks, known as the Shasht, 
  have mostly been lost to time, left somewhere 
  in Xen’Drik only to be found by brave 
  explorers willing to make the trip, but some 
  can be found in Khorvaire, having made their 
  way up in secret alongside the mysteries 
  of warforged creation years ago.  
   
  Wearers of these masks have been rumored 
  for years, with many possible sightings in the 
  Last War, but very little is known about who 
  bears the masks and where they might be 
  found.   
   
  Shasht Properties  
  The shasht are powerful wonderous items, 
  ranging in rarity from Uncommon to 
  Legendary. They are especially suited to be 
  worn by warforged, and attempts to wear 
  them from any other race expose the mind 
  to the raw psionic energies of Dal Quor, 
  leading the wearer to go insane. Not all 
  warforged can wear these masks however, 
  as most have advanced beyond the more 
  primeval stage of the original carriers who 
  served the Quori. The shasht exist in broad 
  categories that determine their rarity and 
  who can wear them. 
   
  Lesser Shasht 
  These are masks of Uncommon rarity and 
  can only be worn by level 3 warforged. 
  These masks represent the first “drafts” or 
  prototypes of these masks, gradually 
  becoming more and more powerful.  
   
  Lesser Ditha: 
  This 
  mask 
  allows 
  for its wearer to conceal themselves; they 
  gain proficiency in the Stealth skill and do 
  not suffer a penalty for wearing armor.   
    
  Lesser Lai: This mask grants the gift of 
  understanding; while wearing this, the user 
  can read any written word.   
    
  Lesser Shadata: This mask grants the power 
  of illusion who can cast Minor Illusion as an 
  action and Silent Image once per short rest.   
    
  Lesser Teshai: This mask allows the wearer 
  to impact the minds of others who can cast 
  Mind Sliver as an action and Id Insinuation 
  once per short rest.   
    
  Lesser Lili: This mask allows the user to 
  ignore the effects of darkness who can see 
  in both magical and nonmagical darkness 
  with a range of 60 feet. In addition, the 
  wearer can cast Light as an action.   
    
   Lesser Shatha: This mask grants the powers 
  of telekinesis to the wearer who can cast an 
  invisible version of Mage Hand at will. In 
  addition, you can cast Catapult once per 
  short rest.  
   
  
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  TITLE 
  15 
  Basic Shasht 
  These are the masks that most warforged 
  seek out, those seen as having a base power 
  level. These are considered Rare, and 
  require attunement with their own specific 
  restrictions. However, in order to use these 
  a warforged must be at least level 5.  
   
  Basic Ditha: This mask allows a wearer 
  greater ability of concealment, letting the 
  wearer to cast a version of Invisibility 
  at will. While under the effects of this spell 
  however, the wearer still casts a shadow. In 
  order to attune to this mask a wearer must 
  have a Dexterity score of at least 16.   
    
  Basic Lai: This mask provides broader 
  understanding of language. The wearer can 
  read and written language and understand 
  any spoken language. In order to attune to 
  this item, the user must have an Intelligence 
  score of at least 16.   
    
  Basic Shadata: This mask allows a user to 
  completely change others’ perception of 
  them. While wearing this, one can cast 
  Disguise Self and Charm Person at will. In 
  order to attune to this item, a user must 
  have a Charisma score of at least 16.   
    
  Basic Teshai: This mask allows the user 
  greater control over a creature’s mind. The 
  wearer can cast Suggestion and Command at 
  will. A wearer must have a Charisma score 
  of at least 16 to attune to this item.  
    
  Basic Lili: This mask provides a wearer with 
  exceptional vision. The user can see in 
  magical or nonmagical darkness with a 
  range of 120 feet and can see through full 
  cover for the purposes of combat. A wearer 
  must have a Wisdom score of at least 16 to 
  attune to this item.  
    
   Basic Shatha: This mask gives the user 
  psychic abilities. The wearer can cast Mind 
  Thrust and Mental Barrier at will. A wearer 
  must have an Intelligence score of at least 
  16 to attune to this item.   
   
  Exotic Shasht 
  Certain masks cannot be found easily 
  on Khorvaire, having never been brought 
  over in large amounts. These masks tend to 
  be found only in Xen’Drik but a select few 
  have made their way to Khorvaire where 
  they can be found among the more 
  powerful users of Shasht. These items are 
  considered Very Rare in Khorvaire but only 
  Rare in Xen’Drik. These items can only be 
  attuned to by warforged of at least level 10. 
   
  Exotic Talath: This mask provides the user 
  with the power of flight. While wearing it, 
  the user gains a flying speed equal to their 
  walking speed.   
    
  Exotic Dai: This mask grants the user 
  protection from attacks. While wearing this 
  mask, a user gains +1 to AC and can cast 
  Hellish Rebuke a number of times equal to 
  their Charisma modifier per day.   
    
  Exotic Sath: This mask gives the user 
  powers of conjuration. While wearing it a 
  user can cast Find Familiar at will and 
  Conjure Animals a number of times equal to 
  their Wisdom modifier per day.   
    
   Exotic Aja: This mask grants the ability to 
  syphon the power of one’s enemies. While 
  wearing this, you may regain hit points 
  equal to 1/3 damage dealt, rounded down, 
  when you land magical attacks.   
    
  Exotic Lela: This mask provides an aura of 
  truth. While wearing this, any creature 
  
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  TITLE 
  16 
  speaking to you must make a Wisdom save 
  DC 14 or be incapable of lying to you.   
    
  Exotic Talar: This mask grants powers of 
  regeneration. While wearing this, a user can 
  expend a bonus action to regain hit 
  points equal to their Wisdom modifier as a 
  bonus action.    
    
  Exotic Tiratha: This mask grants the power 
  of movement. While wearing this, a user can 
  use a bonus action to teleport 30 feet in any 
  direction into an unoccupied space they can 
  see.   
   
  Legendary Shasht 
  These masks are known only to a select 
  few, created by the Quori but rumored to 
  have never been used.  These might have 
  originally been made for warforged titans, 
  or a planned type of warforged that never 
  saw the light of day. Regardless, they have 
  now all been scattered.  
   
  Legend 
  says 
  that 
  the 
  dragons 
  of Eberron saw these masks as too much of 
  a threat and broke each in half before 
  discarding them to random locations across 
  the planet. These are considered Artifacts 
  and can only be attuned to be warforged of 
  at least level 15.  
    
   Ajeta: This legendary mask causes the user 
  to ascend to greater power. Each of the 
  wearer’s ability scores increases by +1. In 
  addition, the user’s hit point maximum is 
  increased by an amount equal to their 
  Constitution score.    
   
  The user also gains power over light. While 
  wearing this mask the user can fire beams 
  of light at opponents. This is a ranged attack 
  that deals 1d8 radiant damage + your 
  Constitution modifier on a hit.   
    
  Jada: This mask grants power over time. 
  The wearer gains the ability to reroll any 1’s 
  on attack rolls, saving throws, and ability 
  checks. In addition, once per day the user 
  may freeze time, allowing them to take an 
  extra turn after their own.   A wearer 
  attuned to this item also gains +2 to their 
  Intelligence score  
    
  Apata: This mask grants the ability to alter 
  life itself. The wearer gains temporary HP 
  equal to their CON modifier at the end of 
  every short rest. In addition, the user can 
  cast polymorph on themselves at will, and 
  can heal allies for 1d6+CON as a bonus 
  action or reaction.  A user attuned to this 
  item gains +2 to their constitution score.   
    
  Khatha: This mask grants a user power over 
  creation. The wearer can learn how to 
  construct any man-made item they can 
  touch. The mask can also automatically 
  create any item up to 500gp in value that 
  the user knows how to create, expending 
  only a handful of soil, clay, or wood as a 
  material component. In addition, a user 
  attuned to this item gains +2 to their 
  Wisdom score.  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/WARFORGED The Feyforged Final.pdf