Reckless. At the start of its turn, Arayzi can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of its next turn.
Regain Vigilance (1/Day). After Arayzi has taken her action and possible bonus action she can take one additional action on your turn.
Multiattack. Arayzi makes two Longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Frenzy Attack. Arayzi can make two melee weapon attacks as a bonus action but cannot use the Reckless ability next turn. Arayzi has disadvantage on her attack rolls and attack rolls against her have advantage until the end of her next turn.
Regain Stamina (1/Day). As a bonus action, Arayzi regains 1d10 + 2 hitpoints.
Intimidating Roar. The target must be within 10 ft. of Arayzi and fail a DC 11 Charisma saving throw or be frightened until the end of Arayzi's next turn.
Description
Arayzi Flora is a product of negligence and bad luck. She was an outcast in her city up north and ended up in a lot of bad company.
On one occasion Arayzi was badly beaten in a free-for-all combat and was left unconscious outside a tavern. In the freezing night in the snow and wind, bruised and beaten, a stranger in a cart rode by the tavern and picked her up. He took her to his house on the outskirts of the city and helped her gain strength.
Once she came to, she was grateful for the help of a stranger. She helped this hermit the whole winter by chopping wood, milking cows, etc. She spent the winter there, and the summer, and three years after that. She then left to start adventures of her own.
Characteristics
Arayzi is a tall woman with blue and red tattoos on her forehead, blueish hair and a strong, slightly masculine jaw. She tends to opt for wearing little or no armor and trusting her ability to dodge the enemy. Her weapon of choice is a longsword and she uses a shield with floral iconography on the other hand.
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