Warforged Resilience.
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You are immune to disease.
You don't need to eat, drink, or breathe.
You don't need to sleep and don't Suffer the effects of exhaustion due to lack of rest,and magic can't put you to sleep
Sentry’s Rest.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping.
In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection.(HeavyPlating)
AC16+ proficiency bonus, disadvantage on Dextality(Stealth)Check
Swift.(Skirmissher)
Your walking speed is increased by 5 feet.
Light Step.(Skirmissher)
When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.
Skill
Insight(Background)
Persuasion(Background)
Perception(Ftr)
Survival(Ftr)
Stealth(Rgr)
Feat
PoleArmMaster(Ftr4)
Sentinel(Ftr6)
WarCaster(Rgr4)
Fighting Style
Dueling(Fighter1)
1H&Shield +2dmg
Tunnel Fighter(Rgr2)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
-Fighter-
Second Wind(Ftr1)
on your turn, you can use a bonus action to regain hit points equal to 1d10 + 6.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge(Ftr2)
on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
-Ranger-
Favored Enemy:Aberration(Rgr1)
advantage on Wisdom (Survival) checks to track your favored enemies,as well as on Intelligence checks to recall information about them.
Natural Explorer : Underdark (Rgr1)
Primeval Awareness
・you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Gurdian Soul:(Rgr3)
as a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
You undergo the following changes while in your guardian form:
・Your size becomes Large, unless you were larger.
・Any speed you have becomes 5 feet, unless the speed was lower.
・Your reach increases by 5 feet.
・You gain a number of temporary hit points at the start of each of your turns. (2HP/rd)
Piercing Thorns:(Rgr3)
once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
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