Antimagic Susceptibility. If the Ancient Warforged is in his armor, he is incapacitated while in the area of an antimagic field and must make a strength save of 17 to make either an action, bonus action, or move. If targeted by dispel magic, the Ancient Warforged must succeed on a Strength saving throw against the caster's spell save DC or be Paralyzed for 2 rounds.
Flame absorption. The warforged is healed to 1/2 of the total damage of any heat or fire attacks (ex, say he took 20 fire damage. Instead of taking damage, WF heals 10 dmg), As well as dealing out the original amount on the next hit (Taking from last example, the WF would deal 20 dmg. HOWEVER, no modifier is to be added, nor is extra damage to be rolled for slashing, as for all intents and purposes, for the attack, the blade is pure flame. If the WF misses, the charge is wasted). The downsides of something akin to heat metal in terms of holding a weapon no longer apply.
Multiattack. The Ancient warforged makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Wartech Greatsword. Melee Weapon attack +6 Range 10 ft, One target. Hit: 10 (2d6+3) Slashing damage plus 2 (1d4) fire damage.
Description
An ancient relic of a civilization long since passed, searching for reason, and destroying anything that brings with it an unsatisfactory answer.
Previous Versions
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