Warforged Resilience. The Unit has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Spell Enhancing Tendril. The Unit may use its right tendril to cast spells. The tendril acts as a +1 spellcasting focus.
Spellcasting. The Unit is a 3rd-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). This Unit knows the following spells from the artificer's spell list:
Cantrips: acid splash, fire bolt
1st Level (3 slots): cure wounds, faerie fire, grease, shield, tasha's caustic brew, thunderwave
Multilimbed Multitasker. The Unit may take the help, study, or utilize action as a bonus action.
Low Functioning Energy Absorber. The Unit can cast the spell absorb elements 3 (1d4) times per day.
Smith's Hammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target, light, thrown (Range 20/60). Hit: 3 (1d4) bludgeoning damage.
Access Internal Storage. Utilize. The Unit may take the utilize action to open a compartment in its front torso and access its internal storage system. This system acts like a bag of holding. Additionally, the Unit can forge/enhance an item while doing this. It may take no other actions its turn. At the start of its next turn, it can access its storage again to grab any basic item from the equipment table or a +1 version of a basic piece of equipment placed in storage previously. If it takes the +1 option, the buff lasts for 1d10 minutes.
Eldritch Energy Tendril. As a bonus action, the Unit may carefully expel magical energy from its left tendril with either a healing beam or a ballista shot. If it uses a healing beam, the tendril emits a burst of positive energy that grants itself and each creature of its choice within 10 feet of it a number of temporary hit points equal to 1d8 + 3. If it uses a ballista shot, it must make a ranged spell attack, originating from the tendril, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Description
A.R.T.I.F. (Augment Regulating Tinkerer and Intelligent Forge) Units are rarely seen outside of Warforged bases and laboratories. They are the tools that keep the Warforged Empire running. A.R.T.I.F. Units work the factories, creating new Warforged Units and weapons. They also run all Warforged labs, conducting experiments and furthering the goals of their faction.
A.R.T.I.F. Units are not built for combat, but they can hold their own in an emergency situation. They are learned spellcasters, often using their magic for support rather than direct offense. Having an A.R.T.I.F. Unit in a fight could mean the difference between a close win and total destruction.
Each A.R.T.I.F. Unit must create its own unique magical item as a way to prove they work properly, and as a way to secure their connection to the Stranded Weave. Every Unit is also equipped with an Energy Absorber and an internal storage system combined with a Space of Holding in order to hold more equipment. These spaces also hold the mechanics of a basic forge, allowing A.R.T.I.F. Units to create and enhance equipment within themselves. Additionally, these Units have two mechanical tendrils welded to their backs through which they channel the Stranded Weave into various magical effects.
A.R.T.I.F. Units are extremely intelligent, but most of them still lack the “personalities” that W.I.I.S. Units have. Only the oldest and highest ranking Units have achieved such a level of awareness.
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