Legendary Survivor. Arthur has advantage on Survival checks to navigate dangerous terrain, locate water, and avoid environmental hazards.
Master Manipulator. Arthur has advantage on Charisma (Deception) and Charisma (Persuasion) checks against creatures unfamiliar with his reputation.
Evasion. When Arthur is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and half damage on a failure.
Exploit Weakness. Arthur targets one creature within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or have disadvantage on saving throws against Arthur’s abilities for one minute.
Veil of the Sandstrider (1/Day). Arthur chooses a 10-foot cube within 30 feet. For one minute, a single creature he can see becomes blind and deaf to everything inside the cube. The creature is unaware of anything occurring within this area and automatically fails Perception checks related to it. The effect ends early if Arthur is incapacitated.
Multiattack. Arthur makes three attacks with his Bone Dagger of Duplicitous Intent or shortbow.
Bone Dagger of Duplicitous Intent. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. The dagger allows Arthur to cast Charm Person (save DC 17) once per day.
Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
Exploit Weakness. Arthur targets one creature within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or have disadvantage on saving throws against Arthur’s abilities for 1 minute.
Sandstorm Bluff (Recharge 5–6). Arthur conjures a cloud of swirling sand in a 20-foot radius centered on himself. Creatures in the area must succeed on a DC 17 Constitution saving throw or be blinded until the end of Arthur’s next turn. The sand heavily obscures the area until the end of his next turn.
Ancient Artifact (1/Day). Arthur activates an Athasian relic in his possession, casting Wall of Sand (DC 17) or Dominate Person (DC 17).
Cunning Action. Arthur can take the Dash, Disengage, or Hide action as a bonus action.
Tactician (Recharge 5–6). Arthur can use a bonus action to grant an ally within 30 feet advantage on their next attack roll or ability check before the start of his next turn.
Uncanny Dodge. When a creature Arthur can see hits him with an attack, he can use his reaction to halve the damage.
Opportunistic Strike. When a creature within 5 feet of Arthur misses him with an attack, he can make a melee weapon attack against them as a reaction.
Arthur can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.
Quick Step. Arthur moves up to his speed without provoking opportunity attacks.
Clever Feint. Arthur chooses one creature he can see within 30 feet. That creature must succeed on a DC 17 Wisdom saving throw or be charmed by Arthur until the end of its next turn.
Deceptive Strike. Arthur makes one weapon attack.
Description
Arthur fights defensively and tactically, using Sandstorm Bluff to obscure the battlefield and gain an edge. He prioritizes disabling key opponents with Exploit Weakness or his relic abilities, relying on Cunning Action and Legendary Actions to stay mobile and unpredictable. If overwhelmed, he flees using Quick Step or the obscuring effects of his sandstorm abilities.
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