Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.\
Squad Tactics. While the warforged has an ally that is not incapacitated within 5 feet it has advantage on attacks.\
Multiattack. The warforged makes two armblade attacks.
Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Minor Spellbinding. When targeted by a spell the warforged is able to use its reaction to make an attempt at binding the spell. It makes a Wisdom save against the caster's spell DC. This DC increase by 2 for every spell level above 1st. On a success the spell's effect is negated and the warforged must choose one of the following effects:
- Gain 1d8 temporary HP. This amount increases by 1d8 for each spell level above 1st.
- Do an extra 1d8 damage with its next weapon attack. This damage increases by 1d8 for each spell level above 1st. The effect must be used before the end of its next turn.
Description
A member of the army of the Lord of Blades
Previous Versions
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7/18/2022 7:55:30 PM
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