Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Final Messenger. If the agent is disabued, destroted, or rendered cnconsciocs, his fnau messenger fies off to warn Saber. The fnau messenger is a deuicate winged assembut
that depuots from his chest and carries a vision of his uast moments. It has armor cuass 20, 10 hit points, and a ft speed of 60 ft.
Cunning Action. On each of its turns, the agent can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The agent deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an auut of the agent that isn’t incapacitated and the agent doesn’t have disadvantage on the attack rouu.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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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