Warforged NPCs [Level 5]

Warforged Battle Cleric [Level 5 Controller (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +4
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 13, Will 17
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+9 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+9 vs. AC; 1d10 + 5 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target until the end of the warforged cleric’s next turn.
○ [M] Split the Sky (standard) ✦ Thunder, Weapon
+9 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
Bless (standard)
The warforged cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged cleric gains 5 temporary hit points.
○○ Healing Word (minor) ✦ Healing
The warforged cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Weapon of the Gods (minor) ✦ Radiant, Weapon
One weapon touched by the warforged cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
Divine Fortune (free) ✦ Channel Divinity
The warforged cleric gains a +1 bonus to the warforged cleric’s next attack roll or saving throw before the end of the warforged cleric’s next turn.

Skills Heal +9, Religion +7
Str 19 (+6); Dex 11 (+2); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Warforged Devoted Cleric [Level 5 Controller (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +5
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 18
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the warforged cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [R] Daunting Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the warforged cleric can see gains combat advantage against the target until the end of the warforged cleric’s next turn.
□ [R] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +6 vs. AC; 1d10 + 4 damage. The warforged cleric conjures a weapon that appears in the target’s square and attacks. Hit or Miss: The warforged cleric’s allies gain combat advantage against the target. The warforged cleric can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the warforged cleric’s next turn. Sustain Minor: Repeat the attack. The warforged cleric’s allies continue to gain combat advantage against the weapon’s target.
Cure Light Wounds (standard) ✦ Healing
The warforged cleric or one creature touched by the warforged cleric regains hit points as if spending a healing surge.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged cleric gains 5 temporary hit points.
○○ Healing Word (minor) ✦ Healing
The warforged cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Divine Fortune (free) ✦ Channel Divinity
The warforged cleric gains a +1 bonus to the warforged cleric’s next attack roll or saving throw before the end of the warforged cleric’s next turn.

Skills Heal +10, Religion +7
Str 15 (+4); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Warforged Greatweapon Fighter [Level 5 Soldier]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +3
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 19, Reflex 14, Will 14
Saving Throws +2 against ongoing damage
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d6 + 5 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 4 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+9 vs. AC; 2d12 + 8 damage (crit 32 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+9 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged fighter gains 5 temporary hit points.
Unstoppable (minor) ✦ Healing
The warforged fighter gains 2d6 + 3 temporary hit points.
Combat Challenge
Every time the warforged fighter attacks an enemy, the warforged fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the warforged fighter’s next turn. If the marked creature makes an attack that doesn’t include the warforged fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the warforged fighter and shifts or makes an attack that does not include the warforged fighter, the warforged fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Athletics +11, Intimidate +7
Str 19 (+6); Dex 13 (+3); Wis 12 (+3);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Warforged Guardian Fighter [Level 5 Soldier]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +3
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 22; Fortitude 19, Reflex 17, Will 14
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+10 vs. AC; 1d8 + 5 damage, and the target is pushed 1 square if it is the warforged fighter’s size, smaller than the warforged fighter, or one size category larger. The warforged fighter can shift into the space that the target occupied.
○ [M] Dance of Steel (standard) ✦ Weapon
+10 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the warforged fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+10 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
Get Over Here (move)
The warforged fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the warforged fighter.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged fighter gains 5 temporary hit points.
Combat Challenge
Every time the warforged fighter attacks an enemy, the warforged fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the warforged fighter’s next turn. If the marked creature makes an attack that doesn’t include the warforged fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the warforged fighter and shifts or makes an attack that does not include the warforged fighter, the warforged fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Heal +8, Intimidate +7
Str 19 (+6); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Warforged Avenging Paladin [Level 5 Soldier]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +3
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 14, Will 16
Saving Throws +2 against ongoing damage
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+10 vs. AC; 1d10 + 5 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +1 bonus to the damage roll.
○ [M] Arcing Smite (standard) ✦ Weapon
+10 vs. AC against one or two targets; 1d10 + 5 damage, and the target is marked until the end of the warforged paladin’s next turn.
□ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
The warforged paladin must spend a healing surge without regaining any hit points.
+10 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
Sacred Circle (standard) ✦ Zone
Close burst 3. The burst creates a zone that, until the end of the encounter, gives the warforged paladin and allies within it a +1 power bonus to AC.
Divine Challenge (minor) ✦ Radiant
The warforged paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the warforged paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it takes 5 radiant damage. The warforged paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark ends. The mark also ends if the warforged paladin challenges another target. Divine Challenge can only be used once per round.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged paladin gains 5 temporary hit points.
Lay on Hands (minor) ✦ Healing
The warforged paladin spends a healing surge but regains no hit points. Instead, one creature touched by the warforged paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.

Skills Intimidate +9, Religion +7
Str 19 (+6); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Warforged Protecting Paladin [Level 5 Soldier]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +3
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 23; Fortitude 17, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and the warforged paladin gains 1 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+9 vs. Will; 2d8 + 4 damage. If the warforged paladin is bloodied, the warforged paladin regains 6 hit points. Bloodied allies within 5 squares of the warforged paladin also regain 6 hit points.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +6 vs. Reflex; 2d6 + 4 damage. Hit or Miss: The burst creates a zone of bright light that lasts until the end of the encounter. The warforged paladin and the warforged paladin’s allies gain a +1 power bonus to all defenses while within the zone.
Divine Challenge (minor) ✦ Radiant
The warforged paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the warforged paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it takes 6 radiant damage. The warforged paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark ends. The mark also ends if the warforged paladin challenges another target. Divine Challenge can only be used once per round.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged paladin gains 5 temporary hit points.
Lay on Hands (minor) ✦ Healing
The warforged paladin spends a healing surge but regains no hit points. Instead, one creature touched by the warforged paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Martyr’s Blessing (immediate interrupt)
When an adjacent ally is hit by a melee or a ranged attack.
The warforged paladin is hit by the attack instead.

Skills Intimidate +10, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Warforged Archer Ranger [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +5; Senses Perception +8
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 14
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+9 vs. AC; 1d6 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 3d10 + 4 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
Hunter’s Quarry (minor)
The warforged ranger can designate the nearest visible enemy as the warforged ranger’s quarry. Once per round when hitting this quarry, the warforged ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the warforged ranger designates a different target as the quarry. The warforged ranger can only designate one enemy as quarry at a time.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged ranger gains 5 temporary hit points.
○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
When the warforged ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +9 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
Yield Ground (immediate reaction)
When an enemy damages the warforged ranger with a melee attack.
The warforged ranger can shift 1 square. The warforged ranger gains a +2 power bonus to all defenses until the end of the warforged ranger’s next turn.
Archer Fighting Style
The warforged ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The warforged ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +8, Stealth +9
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Warforged Two-Blade Ranger [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +8
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 18; Fortitude 18, Reflex 16, Will 14
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +7 vs. AC; 1d10 + 3 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +10/+10 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +10/+10 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 3 damage.
After the first or the second attack, the warforged ranger can shift 2 squares.
□ [M] Two-Wolf Pounce (standard) ✦ Weapon
The warforged ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main): +10 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +10 vs. AC; 1d8 + 5 damage.
Hit or Miss: After attacking the primary target, the warforged ranger can shift 2 squares and make a secondary attack against a different creature. Secondary Attack: +10 vs. AC; 1d8 + 5 damage (off-hand).
Hunter’s Quarry (minor)
The warforged ranger can designate the nearest visible enemy as the warforged ranger’s quarry. Once per round when hitting this quarry, the warforged ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the warforged ranger designates a different target as the quarry. The warforged ranger can only designate one enemy as quarry at a time.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged ranger gains 5 temporary hit points.
Unbalancing Parry (immediate reaction) ✦ Weapon
When an adjacent enemy misses the warforged ranger with a melee attack.
The warforged ranger slides the enemy into a square adjacent to the warforged ranger and gain combat advantage against it until the end of the warforged ranger’s next turn.
Two-Blade Fighting Style
The warforged ranger can wield a one-handed weapon in the warforged ranger’s off hand as if it were an off-hand weapon. In addition, the warforged ranger gains Toughness as a bonus feat.
Toughness [Feat]
The warforged ranger gains an additional +5 hit points.

Skills Nature +8, Perception +8
Str 19 (+6); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Warforged Brawny Rogue [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +5; Senses Perception +2
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 14
Saving Throws +2 against ongoing damage
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+9 vs. AC; 1d6 + 4 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+9 vs. Reflex; 1d6 + 4 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+9 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the warforged rogue until the end of the warforged rogue’s next turn.
□ [M] Deep Cut (standard) ✦ Weapon
+9 vs. Fortitude; 2d6 + 4 damage, and ongoing 8 damage (save ends). Miss: Half damage, and no ongoing damage.
Tumble (move)
The warforged rogue can shift a number of squares equal to one-half the warforged rogue’s speed.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged rogue gains 5 temporary hit points.
First Strike
At the start of an encounter, the warforged rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the warforged rogue’s weapon damage die increases by one size. When wielding a dagger, the warforged rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the warforged rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the warforged rogue deals an extra 2d6 damage.

Skills Acrobatics +10, Thievery +10
Str 17 (+5); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Warforged Trickster Rogue [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +5; Senses Perception +7
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 15
Saving Throws +2 against ongoing damage
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +9 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
The warforged rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +9 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 4 damage.
Hit: Add +2 to the warforged rogue’s AC until the start of the warforged rogue’s next turn.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +9 vs. Fortitude; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. Fortitude; 2d6 + 4 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
Fleeting Ghost (move)
The warforged rogue can move at full speed and make a Stealth check without the normal penalty from movement.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged rogue gains 5 temporary hit points.
First Strike
At the start of an encounter, the warforged rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the warforged rogue’s weapon damage die increases by one size. When wielding a dagger, the warforged rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the warforged rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the warforged rogue deals an extra 2d6 damage.

Skills Stealth +10, Thievery +10
Str 15 (+4); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Warforged Fey-Pact Warlock [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +3
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Spear (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the warforged warlock is invisible to the target until the start of the warforged warlock’s next turn.
○ [C] Otherwind Stride (standard) ✦ Teleportation
Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the warforged warlock’s next turn. Hit or Miss: The warforged warlock teleports 7 squares.
□ [R] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of the warforged warlock’s choice (save ends).
Ethereal Stride (move) ✦ Teleportation
The warforged warlock can teleport 3 squares, and the warforged warlock gains a +2 power bonus to all defenses until the end of the warforged warlock’s next turn.
Warlock’s Curse (minor)
The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the warforged warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlock gains 5 temporary hit points.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock can immediately teleport 3 squares.

Skills Arcana +9, Bluff +10
Str 12 (+3); Dex 11 (+2); Wis 12 (+3);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment leather armor, spear

-1 Level / +1 Level

Warforged Infernal-Pact Warlock [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +2
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 15
Saving Throws +2 against ongoing damage
Speed 6

● [m] Mace (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 1d6 + 5 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s next turn, the target takes an extra 1d6 + 5 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +7 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take ongoing 5 fire damage (save ends).
Warlock’s Curse (minor)
The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the warforged warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlock gains 5 temporary hit points.
Fiendish Resilience (minor)
The warforged warlock gains 6 temporary hit points.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 5 temporary hit points.

Skills Arcana +9, Intimidate +8
Str 12 (+3); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 15 (+4); Cha 13 (+3)
Equipment leather armor, mace

-1 Level / +1 Level

Warforged Star-Pact Warlock [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +2
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 16; Fortitude 17, Reflex 15, Will 16
Saving Throws +2 against ongoing damage
Speed 6

● [m] Sickle (standard) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the warforged warlock on its next turn, it takes an extra 1d6 + 5 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +7 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the warforged warlock and any allies until the end of the warforged warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of the warforged warlock’s next turn.
□ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
Area burst 1 within 10. The burst creates a zone of darkness until the end of the warforged warlock’s next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +7 vs. Fortitude; 1d6 + 5 necrotic damage.
Ethereal Stride (move) ✦ Teleportation
The warforged warlock can teleport 3 squares, and the warforged warlock gains a +2 power bonus to all defenses until the end of the warforged warlock’s next turn.
Warlock’s Curse (minor)
The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the warforged warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlock gains 5 temporary hit points.
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains a +1 bonus to a single d20 roll the warforged warlock makes during the warforged warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.

Skills Arcana +8, Insight +7
Str 12 (+3); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 13 (+3); Cha 15 (+4)
Equipment leather armor, sickle

-1 Level / +1 Level

Warforged Inspiring Warlord [Level 5 Soldier (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +2
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 18, Reflex 14, Will 16
Saving Throws +2 against ongoing damage
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +9 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Furious Smash (standard) ✦ Weapon
+9 vs. Fortitude; 4 damage, and choose one ally adjacent to either the warforged warlord or the target. On his or her next attack against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
○ [M] Warlord’s Strike (standard) ✦ Weapon
+9 vs. AC; 2d10 + 5 damage, and all of the warforged warlord’s allies gain a +3 bonus to damage rolls against the target until the end of the warforged warlord’s next turn.
□ [M] Stand the Fallen (standard) ✦ Healing, Weapon
+9 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 2 hit points.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlord gains 5 temporary hit points.
○○ Inspiring Word (minor) ✦ Healing
The warforged warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Shake It Off (minor)
The warforged warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
Inspiring Presence
When an ally who can see the warforged warlord spends an action point to take an extra action, that ally also regains 4 lost hit points.
Combat Leader
The warforged warlord and each ally within 10 squares who can see and hear the warforged warlord gains a +2 power bonus to initiative.

Skills Heal +7, History +8
Str 19 (+6); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 13 (+3); Cha 15 (+4)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Warforged Tactical Warlord [Level 5 Soldier (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +2
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage. Before the warforged warlord attacks, one ally adjacent to either the warforged warlord or the target may shift 1 square as a free action.
○ [M] Steel Monsoon (standard) ✦ Weapon
+10 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the warforged warlord can shift 1 square.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+10 vs. Reflex; 3d8 + 5 damage. Hit or Miss: Until the end of the encounter, when the warforged warlord is adjacent to the target and it walks or runs, the warforged warlord can cancel that movement as an immediate interrupt.
Knight’s Move (move)
One ally within 10 squares takes a move action as a free action.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlord gains 5 temporary hit points.
○○ Inspiring Word (minor) ✦ Healing
The warforged warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Tactical Presence
When an ally the warforged warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack roll.
Combat Leader
The warforged warlord and each ally within 10 squares who can see and hear the warforged warlord gains a +2 power bonus to initiative.

Skills Heal +7, History +9
Str 19 (+6); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Warforged Control Wizard [Level 5 Artillery]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +4
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the warforged wizard’s next turn.
○ [C] Color Spray (standard) ✦ Radiant
Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the warforged wizard’s next turn.
□ [A] Stinking Cloud (standard) ✦ Poison, Zone
Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous vapor that blocks line of sight until the end of the warforged wizard’s next turn. Creatures that enter the zone or start their turns there take 1d10 + 4 poison damage. As a move action, the warforged wizard can move the zone up to 6 squares. Sustain Minor: The zone persists.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged wizard gains 5 temporary hit points.
Orb of Imposition (free)
The warforged wizard can choose one creature suffering from one of the warforged wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the warforged wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the warforged wizard’s current turn, so that it lasts instead until the end of the warforged wizard’s next turn.
Shield (immediate interrupt) ✦ Force
When the warforged wizard is hit by an attack.
The warforged wizard gains a +4 power bonus to AC and Reflex defense until the end of the warforged wizard’s next turn.

Skills Arcana +10, Insight +9
Str 12 (+3); Dex 13 (+3); Wis 15 (+4);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Warforged War Wizard [Level 5 Artillery]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +3
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 16
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. Miss: Half damage.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged wizard gains 5 temporary hit points.
Wand of Accuracy (free)
The warforged wizard gains a +2 bonus to a single attack roll.
Shield (immediate interrupt) ✦ Force
When the warforged wizard is hit by an attack.
The warforged wizard gains a +4 power bonus to AC and Reflex defense until the end of the warforged wizard’s next turn.

Skills Arcana +10, History +10
Str 12 (+3); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Warforged Isolating Avenger [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +5
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+8 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged avenger occupied.
○ [M] Halo of Fire (standard) ✦ Fire, Weapon
+9 vs. AC; 2d10 + 4 fire damage, and until the end of the warforged avenger’s next turn, any enemy that ends its turn adjacent to the target takes 7 fire damage.
□ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+9 vs. AC; 2d10 + 4 damage, and the warforged avenger is invisible to the target (save ends). Aftereffect: The warforged avenger is invisible to the target until the end of the warforged avenger’s next turn. Miss: Half damage, and the warforged avenger is invisible to the target until the end of the warforged avenger’s next turn.
○ [C] Oath of Enmity (minor)
Choose one enemy the warforged avenger can see in within 10 squares. When the warforged avenger makes a melee attack against the target and the target is the only enemy adjacent to the warforged avenger, the warforged avenger makes two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the warforged avenger regains the use of this power.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged avenger gains 5 temporary hit points.
Refocus Enmity (minor)
Choose one creature the warforged avenger can see within 10 squares. The target becomes the target of the warforged avenger’s oath of enmity, replacing the current target.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the warforged avenger makes an attack roll against the warforged avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Censure of Retribution
When any enemy other than the warforged avenger’s oath of enmity target hits the warforged avenger, the warforged avenger gains a +2 bonus to damage rolls against the warforged avenger’s oath of enmity target until the end of the warforged avenger’s next turn. This bonus is cumulative.
Armor of Faith
The favor of the warforged avenger’s deity wards the warforged avenger from harm. While the warforged avenger is neither wearing heavy armor nor using a shield, the warforged avenger gains a +3 bonus to AC.

Skills Athletics +9, Religion +9
Str 15 (+4); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 15 (+4); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Warforged Pursuing Avenger [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +5
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+8 vs. AC; 1d10 + 3 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the warforged avenger, the warforged avenger can shift 3 squares as a free action. The warforged avenger must end that shift closer to the target.
○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
+9 vs. AC; 2d10 + 4 damage, and the warforged avenger teleports the target 3 squares. The warforged avenger then teleports to a space adjacent to the target.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the warforged avenger hits the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the warforged avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the warforged avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
Distracting Flare (move)
The warforged avenger becomes invisible and moves the warforged avenger’s speed. The warforged avenger is invisible until the end of the movement.
○ [C] Oath of Enmity (minor)
Choose one enemy the warforged avenger can see in within 10 squares. When the warforged avenger makes a melee attack against the target and the target is the only enemy adjacent to the warforged avenger, the warforged avenger makes two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the warforged avenger regains the use of this power.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged avenger gains 5 temporary hit points.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the warforged avenger makes an attack roll against the warforged avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Censure of Pursuit
If the warforged avenger’s oath of enmity target moves away from the warforged avenger willingly, the warforged avenger gains a +4 bonus to damage rolls against the target until the end of the warforged avenger’s next turn.
Armor of Faith
The favor of the warforged avenger’s deity wards the warforged avenger from harm. While the warforged avenger is neither wearing heavy armor nor using a shield, the warforged avenger gains a +3 bonus to AC.

Skills Religion +7, Stealth +9
Str 15 (+4); Dex 15 (+4); Wis 17 (+5);
Con 14 (+4); Int 11 (+2); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Warforged Rageblood Barbarian [Level 5 Brute]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +7
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 18; Fortitude 19, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+9 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 1d12). Hit or Miss: Until the start of the warforged barbarian’s next turn, any attacker gains a +2 bonus to attack rolls against the warforged barbarian. If the warforged barbarian is raging, attackers do not gain this bonus.
○ [M] Blade Sweep (standard) ✦ Weapon
+9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the warforged barbarian takes 3 damage.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+9 vs. AC; 2d12 + 5 fire damage (crit 29 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The warforged barbarian enters the rage of the silver phoenix. Until the rage ends, the warforged barbarian gains regeneration 3. In addition, the first time the warforged barbarian drops to 0 hit points or fewer, the warforged barbarian can spend a healing surge as an immediate interrupt.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged barbarian gains 5 temporary hit points.
Primal Vitality (minor)
The warforged barbarian gains 5 temporary hit points. If the warforged barbarian is raging, the warforged barbarian instead gains 8 temporary hit points.
Swift Charge (free)
When the warforged barbarian’s attack reduces an enemy to 0 hit points.
The warforged barbarian charges an enemy.
Rageblood Vigor
Whenever the warforged barbarian’s attack reduces an enemy to 0 hit points, the warforged barbarian gains 3 temporary hit points.
Barbarian Agility
While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +10, Perception +7
Str 19 (+6); Dex 12 (+3); Wis 11 (+2);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Warforged Thaneborn Barbarian [Level 5 Brute]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +7
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 19, Reflex 15, Will 15
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+9 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 1d12). When charging, the warforged barbarian can use this power in place of a melee basic attack. If the warforged barbarian is raging, the warforged barbarian can move 2 extra squares as part of the charge.
○ [M] Daring Charge (standard) ✦ Weapon
+9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). When charging, the warforged barbarian can use this power in place of a melee basic attack. If the warforged barbarian charges, the warforged barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity attack made against the warforged barbarian while the warforged barbarian charges. The warforged barbarian gains a +2 bonus to AC against any opportunity attack the warforged barbarian provokes during the warforged barbarian’s charge.
□ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
Before the attack, the target can make a melee basic attack against the warforged barbarian as a free action. If it does so, the warforged barbarian’s attack deals 1d12 damage extra cold damage.
+9 vs. AC; 3d12 + 5 cold damage (crit 41 + 1d12). Miss: Half damage. Hit or Miss: The warforged barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the warforged barbarian with a melee attack takes 5 cold damage.
Combat Sprint (move)
The warforged barbarian moves the warforged barbarian’s speed + 4. The warforged barbarian gains a +4 bonus to all defenses against any opportunity attack the warforged barbarian provoke with this movement.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged barbarian gains 5 temporary hit points.
○ [C] Roar of Triumph (free) ✦ Fear
When the warforged barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the warforged barbarian’s next turn.
Thaneborn Triumph
Whenever the warforged barbarian bloodies an enemy, the next attack by the warforged barbarian or an ally against that enemy gains a +2 bonus to the attack roll.
Barbarian Agility
While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +10, Perception +7
Str 19 (+6); Dex 12 (+3); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Warforged Cunning Bard [Level 5 Controller (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +7
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged bard’s next turn.
○ [M] Cunning Ferocity (standard) ✦ Weapon
+9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the warforged bard gains a +3 bonus to damage rolls against the target until the end of the warforged bard’s next turn.
□ [R] Song of Discord (standard) ✦ Charm
Ranged 10; +6 vs. Will; the target is dominated until the end of the warforged bard’s next turn. Hit or Miss: The target makes a basic attack against an enemy of the warforged bard’s choice as a free action.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged bard gains 5 temporary hit points.
○○ Majestic Word (minor) ✦ Healing
The warforged bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can only be used once per round. The warforged bard can also slide the target 1 square.
Song of Defense (minor) ✦ Zone
Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the warforged bard’s next turn. When the warforged bard moves, the zone moves with the warforged bard, remaining centered on the warforged bard. While within the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 7 squares of the warforged bard, the warforged bard can slide that ally 1 square as a free action.
Skill Versatility
The warforged bard gains a +1 bonus to untrained skill checks.

Skills Arcana +9, Bluff +10
Str 14 (+4); Dex 11 (+2); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Warforged Valorous Bard [Level 5 Controller (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +2; Senses Perception +7
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the warforged bard’s choice until the end of the warforged bard’s next turn.
○ [M] Charger’s Call (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the warforged bard gains a +4 bonus to attack rolls while charging until the end of the warforged bard’s next turn.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +6 vs. Will; 2d6 + 4 psychic damage, and the target is affected by the warforged bard’s satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the warforged bard than where it started its turn, the target takes 1d6 + 4 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Hit or Miss: The warforged bard pushes the target 3 squares.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged bard gains 5 temporary hit points.
○○ Majestic Word (minor) ✦ Healing
The warforged bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can only be used once per round. The warforged bard can also slide the target 1 square.
Song of Courage (minor) ✦ Zone
Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the warforged bard’s next turn. When the warforged bard moves, the zone moves with the warforged bard, remaining centered on the warforged bard. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
Virtue of Valor
Once per round, when any ally within 5 squares of the warforged bard reduces an enemy to 0 hit points or bloodies an enemy, the warforged bard can grant 4 temporary hit points to that ally as a free action.
Skill Versatility
The warforged bard gains a +1 bonus to untrained skill checks.

Skills Arcana +8, Athletics +8
Str 14 (+4); Dex 11 (+2); Wis 10 (+2);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Warforged Guardian Druid [Level 5 Controller]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +5
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Scythe (standard) ✦ Weapon
+7 vs. AC; 2d4 + 3 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the warforged druid’s next turn. This power can be used as a melee basic attack.
● [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
□ [A] Wall of Thorns (standard) ✦ Conjuration
Area wall 8 within 10. The warforged druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of the warforged druid’s next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 4 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
Wild Shape (minor) ✦ Polymorph
The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the warforged druid can sustain such powers. The warforged druid can use this power once per round.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged druid gains 5 temporary hit points.
Barkskin (minor)
The warforged druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the warforged druid’s next turn.
Primal Guardian
While the warforged druid is not wearing heavy armor, the warforged druid can use the warforged druid’s Constitution modifier in place of the warforged druid’s Dexterity or Intelligence modifier to determine the warforged druid’s AC.

Skills Heal +10, Nature +10
Str 14 (+4); Dex 13 (+3); Wis 17 (+5);
Con 17 (+5); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Warforged Predator Druid [Level 5 Controller]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +10
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 7

● [m] Scythe (standard) ✦ Weapon
+7 vs. AC; 2d4 + 3 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 damage, and the target slides 1 square. This power can be used as a melee basic attack.
● [R] Flame Seed (standard) ✦ Fire, Zone
Ranged 10; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of the warforged druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
○ [M] Predator’s Flurry (standard) ✦ Beast Form
+6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the warforged druid’s next turn. Hit or Miss: The warforged druid shifts 2 squares and then make a secondary attack against one creature other than the primary target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the warforged druid’s next turn.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the warforged druid’s next turn.
Wild Shape (minor) ✦ Polymorph
The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the warforged druid can sustain such powers. The warforged druid can use this power once per round.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged druid gains 5 temporary hit points.
Fleet Pursuit (minor) ✦ Beast Form
Until the end of the encounter, the warforged druid gains a +2 power bonus to the warforged druid’s speed while the warforged druid is in beast form.
Primal Predator
While the warforged druid is not wearing heavy armor, the warforged druid gains a +1 bonus to the warforged druid’s speed.

Skills Nature +10, Perception +10
Str 14 (+4); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Warforged Preserving Invoker [Level 5 Artillery]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +5
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker can use this power as a ranged basic attack.
○ [R] Offering of Justice (standard) ✦ Radiant
Ranged 10; if the target attacks the warforged invoker or the warforged invoker’s allies before the end of its next turn, the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the warforged invoker or the warforged invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also dazed until the end of the warforged invoker’s next turn. Miss: Half damage, and the target is blinded until the end of the warforged invoker’s next turn.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged invoker gains 5 temporary hit points.
Divine Call (minor)
One or two allies within 10 squares are pulled 3 squares.
Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
When an enemy within 10 squares of the warforged invoker hits the warforged invoker’s ally.
The warforged invoker gains a +2 bonus to the warforged invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the warforged invoker’s next turn.
Covenant of Preservation
When the warforged invoker uses a divine encounter or daily attack power on the warforged invoker’s turn, the warforged invoker can slide an ally within 10 squares of the warforged invoker 1 square.

Skills Arcana +9, Religion +9
Str 12 (+3); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 11 (+2)
Equipment hide armor, morningstar

-1 Level / +1 Level

Warforged Wrathful Invoker [Level 5 Artillery]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +5
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +6 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The warforged invoker can use this power as a ranged basic attack.
○ [A] Chains of Carceri (standard)
Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the warforged invoker’s next turn.
□ [C] Icon of Terror (standard) ✦ Fear, Psychic
Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the target is pushed 1 square.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged invoker gains 5 temporary hit points.
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the warforged invoker hits the warforged invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
Shroud of Warning (no action)
When the warforged invoker and the warforged invoker’s allies roll initiative at the beginning of an encounter.
The warforged invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
Covenant of Wrath
When the warforged invoker uses a divine encounter or daily attack power on the warforged invoker’s turn, the warforged invoker gains a bonus to the damage roll equal to 1 for each enemy the warforged invoker attacks with the power.

Skills Endurance +11, Religion +8
Str 12 (+3); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 11 (+2)
Equipment chainmail, morningstar

-1 Level / +1 Level

Warforged Bear Shaman [Level 5 Controller (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +10
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 16; Fortitude 17, Reflex 14, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +6 vs. AC; 1d10 + 2 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 3 temporary hit points.
○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the warforged shaman’s spirit companion can spend a healing surge and regains 3 additional hit points.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the warforged shaman and the warforged shaman’s allies gain a +2 bonus to attack rolls against the target.
Spirit of Life (standard) ✦ Healing
One ally within 10 squares regains hit points as if he or she had spent a healing surge.
Call Spirit Companion (minor) ✦ Conjuration
The warforged shaman conjures the warforged shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the warforged shaman falls unconscious or until the warforged shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the warforged shaman takes a move action, the warforged shaman can also move the spirit a number of squares equal to the warforged shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 12 damage to the spirit, the spirit disappears, and the warforged shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged shaman gains 5 temporary hit points.
○○ Healing Spirit (minor) ✦ Healing
The warforged shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the warforged shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
When an enemy leaves a square adjacent to the warforged shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the warforged shaman’s spirit companion regains 3 hit points.
Protector Spirit
Any ally adjacent to the warforged shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or when the warforged shaman uses a healing power on him or her.

Skills Nature +10, Perception +10
Str 13 (+3); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Warforged Panther Shaman [Level 5 Controller (Leader)]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +10
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 17
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +6 vs. AC; 1d10 + 2 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 damage, and until the end of the warforged shaman’s next turn, the warforged shaman’s spirit companion can flank with the warforged shaman and the warforged shaman’s allies. If the target is bloodied, the warforged shaman gains a +1 bonus to the attack roll.
○ [R] Lightning Panther Spirit (standard) ✦ Lightning
Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the warforged shaman’s next turn, any ally adjacent to the warforged shaman’s spirit companion can shift as a minor action. In addition, until the end of the warforged shaman’s next turn, any ally ignores difficult terrain in the warforged shaman’s spirit companion’s space and in squares adjacent to it.
□ [C] Earthrage Spirit (standard)
Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the warforged shaman knocks the target prone. Miss: Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
Call Spirit Companion (minor) ✦ Conjuration
The warforged shaman conjures the warforged shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the warforged shaman falls unconscious or until the warforged shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the warforged shaman takes a move action, the warforged shaman can also move the spirit a number of squares equal to the warforged shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 12 damage to the spirit, the spirit disappears, and the warforged shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged shaman gains 5 temporary hit points.
○○ Healing Spirit (minor) ✦ Healing
The warforged shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the warforged shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
Spirits of Battle (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, the warforged shaman’s allies gain a +1 bonus to attack rolls.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the warforged shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 4 damage.
Stalker Spirit
Any ally adjacent to the warforged shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.

Skills Nature +10, Perception +10
Str 13 (+3); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Warforged Chaos Sorcerer [Level 5 Artillery]

Medium natural humanoid (living construct) [XP 200]

Initiative +4; Senses Perception +2
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 18
Saving Throws +2 against ongoing damage
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +6 vs. Will; 1d10 + 6 psychic damage and if the warforged sorcerer rolled an even number for the primary attack roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack: +6 vs. Will; 1d6 + 3 psychic damage. If the warforged sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The warforged sorcerer can attack a creature only once with a single use of this power.
○ [R] Spectral Claw (standard) ✦ Force
Ranged 10; +6 vs. Fortitude; 1d8 + 6 force damage, and the target is immobilized until the end of the warforged sorcerer’s next turn. If the warforged sorcerer rolled an even number on the attack roll, the warforged sorcerer slides the target 2 squares.
□ [R] Serpentine Blast (standard) ✦ Lightning
Ranged 10; +6 vs. Reflex; 3d10 + 6 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged sorcerer gains 5 temporary hit points.
Stretch Spell (minor)
Until the end of the warforged sorcerer’s turn, add +2 to the range of the warforged sorcerer’s ranged arcane powers.
Chaos Power
The warforged sorcerer gains a +2 bonus to the damage rolls of arcane powers.
Unfettered Power
When the warforged sorcerer rolls a natural 20 on an attack roll for an arcane power, the warforged sorcerer slides the target 1 square and knock it prone after applying the attack’s other effects. When the warforged sorcerer rolls a natural 1 on an attack roll for an arcane power, the warforged sorcerer must push each creature within 5 squares of the warforged sorcerer 1 square.

Skills Arcana +7, Bluff +10
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, dagger

-1 Level / +1 Level

Warforged Dragon Sorcerer [Level 5 Skirmisher]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +2
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 16; Fortitude 16, Reflex 14, Will 18
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +6 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the warforged sorcerer with a melee attack before the end of the warforged sorcerer’s next turn takes 3 fire damage.
○ [C] Poisonous Exhalation (standard) ✦ Poison
Close blast 3; +6 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –3 penalty to Fortitude until the end of the warforged sorcerer’s next turn.
□ [C] Thunder Leap (standard) ✦ Thunder
Close burst 1; +6 vs. Fortitude; 2d6 + 7 thunder damage. Hit or Miss: The warforged sorcerer jumps a number of squares equal to the warforged sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +6 vs. Fortitude; 2d6 + 4 thunder damage, and the warforged sorcerer pushes the secondary target 1 square.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged sorcerer gains 5 temporary hit points.
Dragonflame Mantle (immediate interrupt) ✦ Fire
When the warforged sorcerer is hit by an attack.
Until the end of the warforged sorcerer’s next turn, the warforged sorcerer gains a +1 power bonus to all defenses, and any creature that hits the warforged sorcerer with a melee attack takes 1d6 + 4 fire damage.
Draconic Power
The warforged sorcerer gains a +3 bonus to the damage rolls of arcane powers.
Draconic Resilience
While the warforged sorcerer is not wearing heavy armor, the warforged sorcerer can use the warforged sorcerer’s Strength modifier in place of the warforged sorcerer’s Dexterity or Intelligence modifier to determine the warforged sorcerer’s AC.

Skills Arcana +7, Athletics +10
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Warforged Earth Warden [Level 5 Brute]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +8
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 15
Saving Throws +2 against ongoing damage
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+9 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 5 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s next turn.
○ [M] Earthgrasp Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 5 damage, and the warforged warden knocks the target prone. The target can’t stand up until the end of the warforged warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 5 damage.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the warforged warden teleports 5 squares. +9 vs. Reflex; 2d10 + 5 thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the warforged warden’s next turn.
Nature’s Abundance (standard) ✦ Zone
Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The warforged warden and the warforged warden’s allies have cover while within the zone.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warden gains 5 temporary hit points.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the warforged warden that is within 5 squares of the warforged warden makes an attack that does not include the warforged warden as a target.
Targets the triggering enemy; The warforged warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Earthstrength
When the warforged warden uses the warforged warden’s second wind, the warforged warden gains an additional +3 bonus to AC. The bonus lasts until the end of the warforged warden’s next turn.
Font of Life
At the start of the warforged warden’s turn, the warforged warden can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting the warforged warden on the warforged warden’s current turn. If the warforged warden fails the saving throw, the warforged warden still makes a saving throw against the effect at the end of the warforged warden’s turn.
Nature’s Wrath
Once during each of the warforged warden’s turns, the warforged warden can mark each adjacent enemy as a free action. This mark lasts until the end of the warforged warden’s next turn.

Skills Athletics +8, Perception +8
Str 19 (+6); Dex 12 (+3); Wis 13 (+3);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Warforged Wild Warden [Level 5 Brute]

Medium natural humanoid (living construct) [XP 200]

Initiative +3; Senses Perception +9
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 18, Reflex 14, Will 16
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the warforged warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). If the target shifts before the start of the warforged warden’s next turn, the warforged warden shifts 3 squares as an immediate reaction.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the warforged warden can see; +9 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 1d12), and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warden gains 5 temporary hit points.
Eyes of the Hawk (minor)
The warforged warden makes a Perception check with a +10 power bonus.
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the warforged warden makes an attack that does not include the warforged warden as a target.
Targets the triggering enemy; +9 vs. Fortitude; 1d12 + 5 damage (crit 17 + 1d12), and the target grants combat advantage to the warforged warden and the warforged warden’s allies until the end of the warforged warden’s next turn.
Wildblood
When the warforged warden uses the warforged warden’s second wind, each enemy marked by the warforged warden takes an additional -2 penalty to attack rolls for attacks that don’t include the warforged warden as a target, until the end of the warforged warden’s next turn.
Font of Life
At the start of the warforged warden’s turn, the warforged warden can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting the warforged warden on the warforged warden’s current turn. If the warforged warden fails the saving throw, the warforged warden still makes a saving throw against the effect at the end of the warforged warden’s turn.
Nature’s Wrath
Once during each of the warforged warden’s turns, the warforged warden can mark each adjacent enemy as a free action. This mark lasts until the end of the warforged warden’s next turn.

Skills Athletics +10, Perception +9
Str 19 (+6); Dex 12 (+3); Wis 15 (+4);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Copyright 2009 by Paul Strack. The contents of this document may be used in accordance with the Open Gaming License, version 1.0a. 100% of the document is open gaming content, as per section 8 of the Open Gaming License.