Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can’t put the elf to sleep.
Mask of the wild. The warrior can attempt to hide even when only lightly obscured by natural phenomena.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 ft. of the original target and within range of your weapon.
Multiattack. The warrior makes two attacks with it's double-bladed scimitar.
Double-bladed scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Parry. The warrior adds 3 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.
Protection. When the warrior is wielding a melee weapon, and a creature it can see makes a melee attack against a target within 5 feet of the warrior, the warrior may impose disadvantage on the attack.
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