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
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