Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Sneak Attack. Once per turn, when the Infiltrator has advantage on an attack roll, or has an ally within 5 feet of the target creature, they can deal an additional 7 (2d6) damage.
Multiattack. The warforged makes two armblade attacks.
Armblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Crossbow. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Invisibility (1/Day). Once per day, the Warforged Infiltrator can become Invisible as an action, as if effected by the invisibility spell.
Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.
Description
Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.
Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.
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