Protection mode is a piece of code embedded in some warforged, this protection mode can only be activated once the person the warforged cares about most is endangered.
Someone can be counted as endangered when they find themselves bloodied and within range of enemy attacks.
Protection Mode Gives you the following effects:
Intimidating Aura. At the start of your turn you can attempt to create a 10 foot aura around yourself by making an Intimidation check, any creature inside this 10 foot aura has to make a Charisma Saving throw with a DC equal to your Intimidation check, on a failure the creature has the frightened condition and has to use all remaining movement to move away from you.
Protective Blindness. You cannot track your own Hit Points and the DM has to do this for you instead. In return you gain advantadge on all melee attack rolls while within 10 feet of the creature you're trying to protect. You deal an additional 2d6 damage on all melee weapon attacks made within 5 feet of the creature you're trying to protect. All attack rolls against you have advantadge.
Bloody Might. When you make a melee attack against a creature within 10 feet of your protected creature you can attempt to reroll your damage, if you do this however you take necrotic damage equal to half of the damage you would've done with your first roll and you must use the new roll. You can use this an amount of times equal to your proficiency bonus.
Previous Versions
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10/6/2025 2:02:55 PM
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