Cunning Action. On each of its turns, the warforged can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the warforged is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The warforged deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the warforged doesn’t have disadvantage on the attack roll.
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Multiattack. The warforged makes three attacks with its shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Uncanny Dodge. The warforged halves the damage that it takes from an attack that hits it. The warforged must be able to see the attacker.
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