The artificers, tinkerers and those who dabble with the arcane from House Cannith may have pushed the limits of their creations, or maybe those who stumbled upon a warforged wanted to bless them with modifications to improve their core purpose.
- The unit receives +2 to their initiative roll
- The unit is equipped with an injector on their wrist that acts like a Potion of Healing (2d4+2). Once used, internally inside the Warforged another is brewed and is accessible after 1d4 days. At level 5, 12, 18 the injections potency increase in rarity from the Potion of Healing chart (level 5 = 4d4 + 4, level 12 = 8d4 + 8, level 18 = 10d4 + 20).
Malfunction:
Roll 1d20 when the Warforged blessed with this gift rolls for initiative, uses their injector, or uses any of their class main features as below:
- Artificers: Magical Tinkering
- Barbarian: Rage
- Bard: Inspiration
- Cleric: Channel Divinity
- Druid: Wildshape Slot
- Fighter: Second Wind
- Monk: Ki Points
- Paladin: Channel Divinity
- Ranger: Favored Enemy/Primeval Awareness
- Rogue: Cunning Action
- Sorcerer: Use of Sorcery Points
- Warlock: Pact Slot
- Wizard: Casting any cantrip that works on a 'to hit' basis
On a 1, the Warforged unit malfunctions. To determine the type of malfunction, roll on the malfunctions table and execute any action immediately or for the duration specified.
| d8 | Malfunction |
|---|---|
| 1 | You perform a quick impromptu reset for 6 seconds thus skipping the next round. For this duration you have the condition incapacitated. |
| 2 | Your next/or current (depending on usage) becomes foul without your knowledge and does poison damage instead of the healing. |
| 3 | During the next round of combat you attack the closest creature to you with your main hand weapon. If there are multiple creatures near you, consult your DM for who you attack. |
| 4 | You get another round of actions allowing you to go twice during one round. |
| 5 | You are blinded for one round. |
| 6 | You are freightened by the closest creature near you for 1 minute. At the end of each turn make a DC13 wisdom saving throw to no longer be freightened. |
| 7 | Your movement is 0 for the next round. |
| 8 | Your movement is doubled for the next round |
If a 1 is not rolled on the d20, the size of dice descends until a 1 is rolled. So rolling 1d20, down to 12, 10,8,6,4 and 2. Once the 1 and its malfunction is resolved, after the long rest the dice returns to a d20.
Reboot:
The warforged unit is self correcting and cannot malfunction again until a long rest. During this long rest, the machine is completely shut down and rebooting, Sentry's rest has no effect and they will need to be turned back on as an action if needed. Once the 1 and its malfunction is resolved, after the long rest the dice returns to a d20.
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