Brave. Rourke has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when Rourke hits with it (included in the attack).
Survivor. Rourke regains 10 hit points at the start of its turn if he has at least 1 hit point but fewer hit points than half his hit point maximum.
Unarmored Defense. While Rourke is wearing no armor, his AC includes his Constitution modifier.
Indomitable (3/Day). Rourke can reroll a saving throw he fails. He must use the new roll.
Multiattack. Rourke makes two melee attacks. If he has his pistol drawn, he can also make a pistol attack.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Battle Cry (1/Day). Each creature of Rourke’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of Rourke’s next turn. Rourke can then make one attack as a bonus action.
Second Wind (Recharges after a Short or Long Rest). Rourke can use a bonus action to regain 22 (1d8 + 18) hit points.
Parry. Rourke adds 3 to his AC against one melee attack that would hit him. To do so, Rourke must see the attacker.
Rourke can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.
Attack. Rourke makes an attack.
Command Ally. Rourke targets one ally it can see within 30 feet of it. If the target can see or hear him, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
Frighten Foe (Costs 2 Actions). Rourke targets one enemy he can see within 30 feet of it. If the target can see and hear him, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Rourke’s next turn.
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