Blindside.If Belma successfully attacks a creature from the back or side she deals an extra 1d6 of damage of the weapon's type
After Image. At the start of her turn she can move up to 100ft with ungodly speed imposing disadvantage on attacks of opportunity against her. If she uses this ability and moves more than 50ft she must not move her next turn.
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Bladed Crossbows. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. and range 80/120 ft., one target. Hit: 13 (1d8 +1d4+ 6) piercing damage, or 13 (1d8 + 6) piercing damage if used with two hands to make a melee attack.
Ki. Belma has 12 Ki points to spend on the the following:
Sharpen: As a bonus action Belma spends up to 3 Ki points to gives her weapons a bonus to attack and damage equal to twice the amount of Ki points she spent
Deft Strike: When Belma hits a target she can choose to spend 1 Ki point to deal an extra 1d8 damage
Cyclone: Once a day, Belma can become a maelstrom of vicious wind that rips apart anything in her path. Belma moves 20ft forward and any creature in her path must make a DC 24 Dex save taking 8d8+8 points of slashing damage or half as much on a successful save
Comments