Special Trait Name. Enter the description for your special trait.
Second Wind. Once per short rest, the Champion can use a bonus action to regain 1d10 + 4 HP.
Action Surge. The Champion can take one additional action on their turn. This can be used 1 times per short rest.
Born to the Saddle. The Champion has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 ft., they can land on their feet if their not incapacitated. Mounting or dismounting a creature only costs them 5 ft. of movement.
Unwavering Mark. When they hit with a melee weapon attack, the Champion can mark the creature until the end of their next turn (or if they are incapacitated or they die, or if someone else marks the creature).
While it is within 5 ft. of them, a marked creature has disadvantage on any attack roll that doesn’t target the Champion. If the marked creature deals damage to anyone else, the Champion can make a special melee attack against it on their next turn as a bonus action with advantage and +2 extra damage. they can make this attack 1 times per long rest.
Channel the Living Flame. The Nomad Champion is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Nomad Champion has following spells prepared:
Cantrips (at will): Produce Flame.
1st level (1 slot): Burning Hands.
Fey Ancestry. TheChampion has advantage on saving throws they make to avoid or end the charmed condition on themself.
Trance. The Champion doesn't need to sleep, and magic can’t put them to sleep. They can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.
Mounted Combatant. While the Champion is mounted and isn't incapacitated, they have advantage on melee attack rolls against any unmounted creature that is smaller than their mount. They can force an attack targeted at their mount to target them instead. If their mount is subjected to an effect that allows it to make a DEX saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sharpshooter. Attacking at long range doesn't impose disadvantage on the Champion's ranged weapon attack rolls and their ranged weapon attacks ignore half cover and three-quarters cover. Before they make an attack with a ranged weapon that they are proficient with, they can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Scimitar Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 1) slashing damage.
Spear Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d8 + 1) piercing damage.
Warbow Ranged Attack. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 1 target. Hit: 1 (1d8 + 1) piercing damage.
Spear Ranged Attack. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 1 target. Hit: 1 (1d8 + 1) piercing damage. After using this attack, the Champion must either retrieve the spear from the target or switch to another weapon.
Description
The Champions of the Ash-Nomads are highly skilled hunters and warriors who have often experienced centuries of combat.
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