Medium Humanoid (Warforged), Any Alignment
Armor Class 18 (natural armor, shield)
Hit Points 84 (13d8 + 26)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws STR +7, DEX +5
Skills Acrobatics +5, Athletics +5, Perception +4, Survival +4
Damage Resistances Poison
Senses Unknown Force Sensitive, Passive Perception 16
Languages Common, Draconic, Dwarvish, Elvish, Goblin Common, Elven, Orcish, Draconic, Dwarven
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Innate Spellcasting. The Warforged Knight spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Cantrips: Mage Hand, Friends, Guidance, Shocking Grasp.

3 Times per Short Rest: Catapult, Absorb Elements, Healing Word, Charm Person.

Force Sense. Attunement to the the Living Force lets a Warforged Knight sense the current emotional state of creatures within 30 feet of them: sensing emotions such as fear, anger, amusement, confusion, etc. They have advantage on Insight checks on creatures whos emotions they can sense, along with advantage on Animal Handling checks if applicable. 
   
They can also detect the presence of creatures they cannot see with 30 feet. This ability penetrates barriers, but 2ft of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Emotionless creatures such as constructs, cannot be detected this way. 

Ki-Force. The Warforged Knight has 6 Ki-Force points to use per short rest. 

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Actions

Multiattack. The warforged makes three Sun Blade Strike attacks, or one Sun Blade Strike and a Throw and Return. Sun Blade does extra 1d8 Radiant damage to Undead.

Sun Blade Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) radiant damage.

Throw and Return. Melee or Ranged Weapon Attack: +7 to hit,  range 30/120 ft., one target. Hit: 7 (1d8 + 5) radiant damage. After Throw, the Warforged calls back the blade (Dex DC 20 to intercept) and returns back to the Warforged Knight's grasp.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

  • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone 
  • The target must succeed on a DC 13 Constitution saving throw or be Stunned until the end of the adept’s next turn.
Reactions

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.

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

Description

Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The Warforged Knights served the Netheril Empire, brought over by the Tear of Eberron, and in the aftermath of the Spellplague were deactivated. Until the Thayan Emperialis rediscovered them and began to reactivate them for deployment.

Most warforged soldiers desire to serve their former Masters, and thus it took some clever reprogramming by Gnomish Tinkerers to get them to serve the Thayans. They serve the Emperialis now, though, some are beginning to wonder if they are on the right side of the Occupation. 

Ilias_Cade

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