Second Wind(1/day). The Blade of Sith can use a bonus action to regain 15 hip points.
Action Surge(1/day). The Blade of Sith can push itself beyond its normal limits for a moment. On its turn, the Blade of Sith can take one additional action on top of its regular action. The Blade of Sith cannot use this feature more than once per long rest.
Athlete. If the Blade of Sith is prone it can stand up using 5 feet of movement, and it can make a long or high jump after moving only 5 feet.
Improved Critical. The Blade of Sith crits on a 19-20, instead of just 20.
Multiattack. The veteran makes two bastardsword attacks. If it has a shortsword drawn, it can instead make three shortsword attacks.
Bastardsword(+1). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) slashing damage.
Shortsword(+1). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Acid Breath (Recharge 5–6). The Blade of Sith spews acid in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 25 (10d4) acid damage on a failed save, or half as much damage on a successful one.
Parry. The Blade of Sith adds 3 to its AC against one melee attack that would hit it. To do so, the Blade of Sith must see the attacker and be wielding a melee weapon.
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