Warforged Resilience. Crucible has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Bait and Switch (Recharge 4-6). When Crucible is within 5 ft. of a creature on its turn, it can switch places with that creature, provided it spends at least 5 ft. of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Until the start of its next turn, Crucible or the other creature (its choice) gains a bonus to AC equal to 1d8.
Multiattack. Crucible makes three maul attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage, and once per turn it can choose to either move the target 5 feet to an unoccupied space provided the target is no more than one size larger than it, or knock it prone on a failed Strength saving throw (DC 15).
Combat Maneuvers (1/Turn). When Crucible makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack:
Maneuvering Attack. When Crucible hits a creature with a weapon attack, it can maneuver one of its comrades into a more advantageous position. Crucible adds 1d8 to the attack’s damage roll and chooses a friendly creature who can see or hear it. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Crucible's attack.
Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Sweeping Attack. Crucible chooses another creature within 5 feet of its original target and within reach. If the original attack roll would hit the second creature, it takes 1d8 weapon damage.
Brace. When a creature Crucible can see moves into reach, it can use its reaction to make one Maul attack against the creature. If the attack hits, add 1d8 to the weapon’s damage 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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