Magic Resistance. The warforged wizard has advantage on saving throws against spells and other magical effects. Magic can’t put it to sleep.
Spellcasting. The warforged wizard is a spellcaster and ignores material and verbal components of spells. Its spellcasting ability is Intelligence (spell save DC 15, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation,
3rd level (3 slots): fireball, counterspell
Multispell. The warforged wizard has two actions with which to cast spells, one of which must be a cantrip.
Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Counter. When a creature the warforged wizard can see casts a spell targeting the warforged wizard, the warforged wizard can cast counterspell without using a spell slot.
Description
Warforged wizards 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.
Warforged wizards serve The Lord of Blades as spies disguising themselves as warforged soldiers.
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