Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Spellcasting. The warforged wizard is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mending, shocking grasp
1st level (2 slots): burning hands, disguise self, shield
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Fire bolt. Ranged Spell Attack: +5 to hit, range 120ft., one target. Hit: 5 (1d10) fire damage.
Shocking grasp. Melee Spell Attack: +5 to hit, reach 5ft., one target. Advantage if target is wearing armor made of metal. Hit: 4 (1d8) and cannot take reactions on next turn.
Description
Warforged wizards 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 wizards still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the combat casters they were made to be, seeking work as bouncers, bailiffs, and bodyguards when spells will do better than brawn. Others have retreated into the Mournland, seeking out The Lord of Blades.
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