Brave. has the advantage against being frightened
Magical findings. when encountering an adventurer roll 1d4 if it hits a 4 their weapon is a magic weapon then roll 1d4 again if it hits 1 it will be a common magic weapon, if it hits 2 it will be an uncommon magic weapon, if it hits 3 or 4 it will become a rare or very rare weapon respectively then dm can choose which weapon of the rolled rarity it wields.
Semi-Amphibious. Undersea adventurers that aren't merfolk can breath underwater for an extended period of time (1d4 hours) and breathe air.
Amphibious (merfolk only). Undersea adventurers that are merfolk can breathe water and air
Multi-attack. the adventurer makes 2 longsword attacks and a longbow attack, just 2 longbow attacks or just 3 longsword attacks
Potion reserves. the dm choses which 0-2 types of potions the adventurer has and they always will have 2 healing potions when the action is used they will use the potion of their choice. when drinking a potion roll a d20 if you hit over 7 the adventurer successfully drinks the potion if it hits 1-7 the potion dilutes in the water and does nothing.
short-sword. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 1) slashing damage.
Light crossbow. Ranged Weapon Attack: +1 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Block (recharge 2/5). when attacked the adventurer will try to block the attack and the attacker and the adventurer must make strength saves if the attacker gets the lower roll their attack is succesfully blocked if the adventurer gets the lower roll they take half damage. if the attackers roll is double the adventurers roll or more the adventurer is also knocked prone.
Description
An underwater humanoid adventurer just looking for some action, loot and/or good times. normally found with an accomplice.
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