Vampire Hunter's Expertise. Zamfir has advantage on attack rolls against vampires and other undead creatures. She also has advantage on saving throws against being charmed or frightened by undead.
Hunter’s Mark (Recharges after a Short or Long Rest). As a bonus action, Zamfir can mark a creature she can see within 90 feet. For 1 hour, she adds 1d6 damage to her weapon attacks against the marked target. She can track the marked target as if she had a perfect sense of their location.
Evasion. If Zamfir is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw and only half damage if she fails.
Unyielding Will. Zamfir has advantage on Wisdom saving throws against magic.
Multiattack. Zamfir makes three attacks with her silvered longsword or two attacks with her hand crossbow.
Silvered Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if used with two hands, plus 4 (1d4) radiantc damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (1d6 + 4) piercing damage plus 4 (1d8) radiant damage.
Reload: Bonus action to reload, unless Zamfir is using a crossbow with the repeating property.
Radiant Smite (3/Day). Zamfir can empower her weapon with radiant energy. When she hits with a melee attack, she deals an additional 3d8 radiant damage. This smite also has the potential to blind undead creatures for 1 minute on a failed DC 15 Constitution saving throw
Parry. The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
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