Adrenaline Rush (1/Long Rest). When the warrior uses this trait, its combat awareness increases for the next minute. The warrior gains a +10 bonus to its initiative, its speed is increased by 10 feet, and it can add a d4 to all of its attack and damage rolls. Additionally, at the start of combat, when the warrior rolls initiative, it can use its reaction to immediately use this trait.
Martial Role.The warrior has one of the following traits of your choice:
- Archer. The warrior gains a +2 bonus to ranged attack rolls (included in the attack).
- Defender. The warrior gains the Protection reaction below, and uses a shield.
Second Wind (1/Short Rest). On the warrior's turn, they can use a bonus action to regain hit points equal to 1d10 + 10.
Multiattack. The warrior makes two melee attacks or two ranged attacks. If it has a dagger drawn, it can also make a dagger attack.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Adrenaline Rush (1/Long Rest). When the warrior rolls initiative, it can use its reaction to immediately use its Adrenaline Rush trait.
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.
Description
These Redguard warriors are native to the Alik’r Desert in the north of Hammerfell. Toned and strengthened by the harsh environments they’re used to, Alik’r warriors are not to be trifled with.
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