Champion. Armaros' weapon attacks score a critical hit on a roll of 19 or 20.
Action Surge. Once per short or long rest, Armaros can take a 2nd action on his turn.
Default Actions. Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object
Sword Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d8 + 4 [magical slashing] damage.
Flame Tongue Sword Attack. After speaking the command word "Cala," Armaros' sword erupts in flame, adding 2d6 fire damage to the attacks. Melee Weapon Attack: +6 to hit, reach 6 ft., 1 target. Hit: 1d8 + 4, 2d6 [fire] damage.
Unarmed Strikes. Armaros makes two unarmed strike. Only one is made if no bonus action is available. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 2 (1d8 + 4) [bludgeoning] damage.
Bonus Actions:
Second Wind. Armaros as a bonus action can heal 1d10 + 5 hit points on his turn. Once used, this ability can't be used again until a short or long rest.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
Description
Armaros is a large Leonin fighter draped in studded leather and silks. His mane comes to several braids and he has a small tuft of groomed fur on the tip of his chin. He wields a large shield and a giant curved sword. It's rare to see him without a smile on his face.
Comments