Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Pike Tactics. The warforged has advantage on an attack roll using it's pike against a creature if at least one of the warforged's allies is within 10 feet of the creature and the ally isn't incapacitated.
Multiattack. The warforged makes two armblade attacks or two pike attacks.
Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.
Polearm Sentinels. While they are wielding a pike, other creatures provoke an opportunity attack from them when they enter the reach they have with that weapon. When they hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
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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