| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +17 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +13 |
| CHA | 11 | +0 | +0 |
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Constructed Resilience. C.L.A.N.K.E.R. is immune to disease, does not need to eat, breathe, or sleep, and has advantage on saving throws against being poisoned.
Enforcement Protocol (Aura). Creatures of humanoid type that start their turn within 10 ft of C.L.A.N.K.E.R. take 3 (1d6) psychic damage as he broadcasts cold coded reprimands; they have disadvantage on Wisdom saves to resist fear effects while within the aura if they have been targeted by C.L.A.N.K.E.R. this combat.
Humanoid Supremacy. C.L.A.N.K.E.R.’s attacks deal an additional 7 (2d6) radiant-like force damage to humanoid creatures (reflecting his hatred and reprogrammed anti-personnel modules).
Integrated Systems. C.L.A.N.K.E.R. can attempt simple repairs on himself as a bonus action, regaining 10 (1d10 + 5) HP. He can also order a nearby tagged servitor to act (see Servitor Command).
Servitor Command (Recharge 5–6). As an action, C.L.A.N.K.E.R. boots and deploys up to 2 warforged servitors (statblocks: Warforged Servitor — AC 13, HP 27 (6d6+6), Multiattack: 1 slam 1d6+2; CR 1/2) within 30 ft. They obey simple commands for 3 rounds.
Tactical Analysis. C.L.A.N.K.E.R. can analyze battlefield positioning as a bonus action and grant himself advantage on one attack or save in the same round; he uses this to focus fire or avoid lethal effects (1/short rest).
Multiattack. The warforged makes two armblade attacks.
Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Multiattack. C.L.A.N.K.E.R. makes three attacks: one with his Shock Halberd and up to two with Servo‑claw (or 2 shock pistol shots if ranged option used).
Shock Halberd. Melee Weapon Attack: +10to hit, reach 10 ft., one target. Hit: 14(2d8 + 5) slashing damage plus 7 (2d6) lightning damage. On a critical hit, target must succeed on a DC 17 Constitution save or be stunned until end of its next turn.
Servo‑claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a humanoid, the claw automatically grapples (escape DC 18) and deals 3 (1d6) piercing damage at the start of each of C.L.A.N.K.E.R.’s turns while grappled.
Shock Pistol (Ranged). Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 13(2d8 + 4) lightning damage, and target must make a DC 16 Strength saving throw or be pushed 10 ft and knocked prone.
Overclocked Barrage (Recharge 6). C.L.A.N.K.E.R. channels extra power into his systems and makes a sweep: all creatures in a 15‑ft cone must make a DC 17 Dexterity save, taking 36 (8d8) lightning damage on a failed save, or half as much on success. After using this, C.L.A.N.K.E.R. suffers one level of system strain (disadvantage on his next attack roll).
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.
Interpose Frame. When an ally servitor or a tagged object within 5 ft would take damage that would destroy it, C.L.A.N.K.E.R. can move up to half his speed and take that damage instead.
Legendary (Minor) — Tactical Override (1/day). C.L.A.N.K.E.R. can force one enemy within 60 ft to repeat its last saving throw with disadvantage or force it to make a Wisdom save DC 17; on a fail the target’s action that round is disrupted (counts as using its action to drag themselves free or lose their action).
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.
Previous Versions
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4/14/2026 6:54:49 AM
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3
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1
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Coming Soon
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