Action Surge (2/Short Rest): Amara can take one additional action on her turn. She can use this ability twice per short rest.
Arcane Ward (60 HP): Amara’s Arcane Ward has 60 hit points. This ward absorbs damage from attacks and spells until it is reduced to 0 hit points. Amara’s abjuration spells can recharge the ward by 10 hit points.
Combat Superiority (7d12/Short Rest): Amara has 7 superiority dice, which are d12s. She can use one per attack to perform a Battle Master maneuver. She regains expended superiority dice after a short or long rest.
- Disarming Attack: Amara adds a superiority die to the attack’s damage roll and forces the target to make a Strength saving throw (DC 19). On a failure, the target drops one held object of Amara’s choice.
- Precision Attack: Amara can use a superiority die to add to her attack roll, potentially turning a miss into a hit.
- Sweeping Attack: When Amara hits with a melee attack, she can choose another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the roll of a superiority die.
Indomitable (3/Long Rest): Amara can reroll a saving throw that she fails. If she does so, she must use the new roll.
Second Wind (1/Short Rest): As a bonus action, Amara can regain 1d10 + 20 hit points.
Spellcasting. Amara is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): Light, Mage Hand, Prestidigitation, Fire Bolt
- 1st level (4 slots): Shield, Mage Armor, Absorb Elements, Magic Missile
- 2nd level (3 slots): Mirror Image, Misty Step, Arcane Lock
- 3rd level (3 slots): Counterspell, Dispel Magic, Fireball
- 4th level (3 slots): Banishment, Greater Invisibility, Stoneskin
- 5th level (2 slots): Wall of Force, Cone of Cold
- 6th level (1 slot): Globe of Invulnerability
Multiattack: Amara makes three melee attacks with her longsword. She can replace one of these with a spell.
Longsword (Melee Weapon Attack):
+11 to hit, reach 5 ft., one target.
Hit: 13 (1d10 + 7) slashing damage, or 14 (1d8 + 7) slashing damage if used one-handed. If Amara scores a critical hit, she can roll one additional weapon damage die when determining the extra damage.
Arcane Burst (Recharge 5–6):
Amara releases a burst of magical energy in a 20-foot radius centered on herself. Each creature in the area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
Parry and Riposte: Amara can use her reaction to add 6 (1d12 + 2) to her AC against a melee attack that would hit her and immediately make one melee attack against the attacker.
Spell Shield: When Amara or an ally within 30 feet is targeted by a spell, she can use her reaction to cast Counterspell or Shield to protect them.
Amara can take 3 legendary actions, choosing from the options below. She can only take one legendary action at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
- Attack: Amara makes a longsword attack.
- Cast a Spell: Amara casts a 1st- or 2nd-level spell.
- Defensive Stance: Amara gains +2 to AC until the start of her next turn.
Description
Amara Ironheart hails from a small village that was destroyed by marauding orcs when she was a child. After witnessing the loss of her family and home, she was taken in by a group of wandering adventurers who taught her the ways of combat and magic. Amara quickly developed a reputation for her strategic mind and unyielding spirit, earning the nickname "Ironheart" for her resilience in the face of adversity. Over the years, she traveled far and wide, mastering both the art of war and the arcane, and eventually founding the Adventurers’ Guild in New Haven to bring order to the chaotic lives of adventurers and provide a structured path for those seeking to explore the unknown lands.
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