Your goal was to defeat the awakening primordial, yet you failed. As you died you could think of nothing but your foe… and somehow you felt Gom-ul-Dur’s power and that of the raw interweaving elements at his command. Though your body fell, your will did not move on. An offer was given to you, to rise up as one of his creatures, to turn the world to ash. Your body formed out of the elements. And yet, you did not rise for him. Your vengeance broke his command. Once again you move forward to destroy the primordial that would corrupt all.
When your PC died in this adventure, you were given a body woven from raw elements. You are a primordial warforged, composed of one or more elements rather than metal (See page 32 of the Eberron Player’s Guide). Rules and Benefits: Your dead PC is now alive again, sort of. You retain all of your story awards, equipment, or other aspects of the character. Any benefits of your prior race are lost and you are no longer eligible for any features that required it. Your race is now warforged.
Ability Scores: Con +2; Choose any other +1
Speed: 30 ft.
Age. You retain your age. Your maximum lifespan remains a mystery; You are immune to magical aging effects.
Alignment. You keep your previous alignment.
Size. Your size is Medium.
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 other than a shield, 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, the armor incorporated into your body can't be removed against your will.
The strength of the elements hold your body together, even under great duress.
Once per encounter you gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you first take damage when at full hit points, you also regain hit points equal to 3 + one-half your level.