Indomitable (2/Day). The champion rerolls a failed saving throw.
Darkvision. The champion can see in dim light within 60 feet of them as if it were bright light and in darkness as if it were dim light. They discern colors in that darkness only as shades of gray.
Fey Ancestry. The champion have advantage on saving throws they make to avoid or end the charmed condition on themselves.
Long-Limbed. When the champion make a melee attack on their turn, their reach for it is 5 feet greater than normal.
Powerful Build. The champion counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Sneaky. The champion is proficient in the stealth skill, and do not roll with disadvantage, despite their heavy armor. In addition, without squeezing, the champion can move through and stop in a space large enough for a Small creature.
Surprise Attack. If the champion hist a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Multiattack. The champion makes three Melee attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
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