Honed Instincts. While Carmine Amberheart is wearing light armor or no armor and wielding no shield, her AC includes her Wisdom modifier.
Cover Specialist. If Carmine Amberheart has half cover against an attack, she has a +5 bonus to AC instead of +2.
Cosmic Dilation. Each day at dusk, Carmine Amberheart gains the benefits of the mirror image spell. This version of the spell only has two duplicates, instead of three, and remains until both duplicates are destroyed or until the blade isn't on her person.
Starshower Saya(1/Day). As an action, Carmine Amberheart can sheath the blade immediately before making a special attack with it. She chooses an unoccupied space that she can see within 30 feet of her that's also within 5 feet of another creature that she can see. She then draws the blade and shoot forward in a streak of light, harmlessly passing through any creature between her and the space. This movement doesn't provoke opportunity attacks. When she arrives at the new space, She makes an attack roll with advantage using the sword against a creature within 5 feet of her. On a hit, the target takes an extra 4d12 radiant damage and releases seven motes of starlight from it, or four motes on a miss. The motes of starlight are magic missiles, which can each target the same or different targets of her choice within 60 feet of the target of the attack. Hit or miss, she then regains the effects of the mirror image from the weapon's Cosmic Dilation.
- Siege Weapon. Harkonnen deals double damage against objects and structures.
Multiattack. Carmine Amberheart makes three attacks.
Bolide Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 8) piercing or slashing damage (Carmine Amberheart's choice).
Perfected Technique (Recharge 4-6). Carmine Amberheart uses one of the following options:
- Step Between Winds. Carmine Amberheart targets any number of creatures within 30 feet of her, then teleports to each target and makes one Bolide Blade attack against them. she may then teleport to an unoccupied space within 30 feet of her original position.
- Disarming Dance. Carmine Amberheart makes three Bolide Blade attacks. Each creature hit with one of these attacks must succeed on a DC 17 Strength saving throw or drop one item it is holding. Carmine Amberheartr may fling the item up to 20 feet in any direction.
- Blade of Air. Carmine Amberheart makes a Bolide Blade attack with a reach of 50 feet. The attack is made with advantage and deals an extra 63 (18d6) damage if it hits.
Harkonnen. Ranged Weapon Attack: +10 to hit, ranged 180/540 ft., one target. Hit: 50 (10d8 + 5) piercing damage. Once on each of her turns. Carmine Amberheart can turn a successful attack into a hindering shot. If she does so, the target must make a DC 18 Strength saving throw. On a failed strength saving throw Carmine Amberheart chooses one of the following.
- The target's speed is halved until the beginning of the Carmine Amberheart's next turn.
- The target falls prone if it is Large or smaller.
- The target deals half damage with melee weapon attacks until the
end of her next turn.
Deadly Aim. Carmine Amberheart targets a creature or object she can see. Carmine Amberheart's ranged attacks against the target have advantage and deal an additional 14 (4d6) damage. This effect ends if the Carmine Amberheart moves 5 feet or more, if she attacks another target, or if she uses this ability again.
Carmine Amberheart can take up to two reactions per round but only one per turn.
Parry. Carmine Amberheart adds 5 to her AC against one melee attack that would hit her. If the attack misses, Carmine Amberheart may immediately use Riposte as part of the same reaction. To use this ability, Carmine Amberheart must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses Carmine Amberheart with a melee attack. Carmine Amberheart may immediately make one melee weapon attack against the creature that attacked her. To use this ability, she must see the attacker and be wielding a melee weapon.
Comments