Battle Readiness. Bella has advantage on initiative rolls.
Improved Critical. Bella’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Indomitable (1/Day). Bella can reroll a saving throw that it fails, but it must use the new result.
Martial Role (Protector). Bella has the Protection reaction (see reactions).
Second Wind (Recharges after a Short or Long Rest). Bella can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. Bella can attack twice, instead of once, whenever she takes the attack action on her turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Protection. The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Description
Darkvision. Bella can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Relentless Endurance (1/day). When Bella is reduced to 0 hit points but not killed outright, she can drop to 1 hit point instead.
Savage Attacks. When Bella scores a critical hit with a melee weapon attack, she can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
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