Do Warforged (from Eberron) need to eat and drink to survive like Humans/elves/dwarves/etc.?
If not, what daily maintenance and sustenance do they require? How were Warforged maintained during the Wars?
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As per the book Eberron: Rising From the Last War, the official fifth edition source for Eberron, Warforged have the Constructed Resilience trait, which confers several benefits including:
• You don’t need to eat, drink, or breathe.
The description makes no mention of them requiring any other form of sustenance, and there’s no lore in the book indicating they require any either. I haven’t been able to find any in older sources, either.
In terms of maintenance, it’s worth noting that fifth edition Warforged are explicitly called out as being “living humanoids”, which means:
Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.
So there’s no special maintenance required.
Guybrush McKenzie’s answer explains the latest, current, official rules for warforged sustenance. But there was also a request for lore on this subject, so I think there is value in going back to the original descriptions of Eberron and the warforged, for the “3.5e revised edition” of D&D.
The original game rules for the warforged race included this section:
Warforged Racial Traits
Living Construct Subtype (Ex): [...]
A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
Although living constructs do not need to sleep, a warforged wizard [or other spellcaster] must rest for 8 hours before preparing spells [or refreshing spell slots].
(Eberron Campaign Setting, pg. 23)
In addition to that, 3.5e had a great many Eberron supplements (where 5e has just Eberron: Rising from the Last War), giving space for more details like this:
Warforged need little to survive: not sleep, food, or even air to breathe. Warforged need only shelter from extremes of cold and heat, and to repair damage done to their bodies. [...] Yet warforged are thinking creatures, and as such they require activity to occupy their thoughts. [Followed by various descriptions of how warforged keep busy, including art and hobbies.]
(Races of Eberron, pg. 11)
Tracker Mask (attached component): [...] the tracker mask grants its wearer the scent ability [like that of, e.g., a wolf] However, many warforged covet this item because it gives them the ability to smell all scents, not merely those of the a creature being tracked.
(Races of Eberron, p.g 176)
There are a lot more details like this; acquiring 3.5e supplements can really improve your Eberron game, as much of their content isn’t mechanical anyway, so the differences between the 3.5e rules and the 5e rules don’t matter. (The mechanical content, however, cannot be used as-is—3.5e and 5e are too different for that.)