Dauntless. Advantage on saves against frightened and poison
Constructed Nature. Warforged has no need for food, drink or air
Life Saver. Can heal for the maximum amount while healing a target that has 0 hitpoints
Mending Triage. The warforged healing spells can effect constructs and the caster gains temporary hitpoints equal to the amount of healing done.
Tactical Training. Advantage on Initiative
Spellcasting. The priest is a 6th-level spellcaster. Its spellcasting ability is Wisdom(spell save DC 12, +4 to hit with spell attacks). The priest has the following spells prepared:
Cantrips (at will): toll the dead, spare the dying, mending
1st level (4 slots): cure wounds, ray of sickness, inflict wounds
2nd level (3 slots): lesser restoration, healing word
3rd level (2 slots): mass healing word, aura of vitality
Multiattack. The warforged can cast a spell and make one attack with a needle of its choice
Sedative Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Upon a hit, target must make a DC 14 Con save or take 7(2d6) poison damage and fall unconscious. On a success they take half damage and are not unconscious. Creatures are unconscious for 10 minutes or until its damaged or an action is used to wake it.
Vile Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Upon a hit, target must make a DC 14 Con save or take 7(2d6) poison damage and are poisoned until the end of its next turn. On a success, the creature takes half damage and is fine.
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