Second Wind. Once per short rest, Blue Shield
can use a bonus action to regain 1d10 + 8 HP.
Action Surge. They can take one additional
action on their turn. This can be used 1 time
per short rest.
Improved Critical. Weapon attacks score a
critical hit on a roll of 19 or 20.
Warforged Resilience. Advantage on saving
throws against being poisoned, and resistance
to poison damage. Blue Shield immune to
disease, does not need to eat, drink, or
breathe. Warforged don’t need to sleep and
don’t suffer the effects of exhaustion due to
lack of rest and cannot be magically put to
sleep.
Sentry's Rest. Instead of taking a long rest, a
warforged must spend at least 6 hours in an
inactive state rather than sleeping. In this
state, they appear inert, but they are not
unconscious and can see and hear.
Greatsword. Melee Weapon Attack: +7 to hit,
reach 5 ft. Hit: 11 (2d6+4) slashing damage.
Unarmed Strike / Iron Fists. Melee Attack: +7
to hit, reach 5 ft. Hit: 7 (1d4+4) bludgeoning
damage
Lair and Lair Actions
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