Warforged Armor. Resistance against most Damage Types.
Nightvision Googles. The Warforged Champion has Darkvision 30 ft. and can't be blinded.
Unstoppable. The Warforged Champion has advantage on saving throws against being frightened.
Indomitable (2/Day). The Warforged Champion rerolls a failed saving throw.
Healing Potion Infusion (Recharges after a Short or Long Rest). As a bonus action, the Warforged Champion can regain 20 hit Points.
Exploding Armor. When the Warforged Champion is reduced to 0 hit points, he explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) fire Damage. On a success, the creature takes half as much Damage.
Multiattack. The Warforged Champion makes two melee or ranged attacks.
Double Blades. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing Damage, plus 7 (2d6) slashing Damage if the Warforged Knight has more than half of its total hit points remaining.
Light Repeating Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the Warforged Champion has more than half of its total hit points remaining. The Ammunition Clip holds 10 bolts.
Charge Attack. If the Warforged Champion charges at least 15 feet as part of its movement, it can then use this action to stop in a space that contains one or more other creatures. Each of those creatures in the way must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the Warforged Champion's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Warforged Knight's space.
Nail Cone Launchers (2/Day). The Warforged Champion fires a Cone of Nails from its shoulders in a 15-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw or take 33 (6d8 + 6) piercing Damage. On a success, the creature takes half as much Damage.
Parry. The Warforged Knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Previous Versions
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2/4/2020 9:31:05 PM
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5
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4
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Coming Soon
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