Martial Advantage. Once per turn, Amber can deal an extra 7 (2d6) damage to a creature she hits with a weapon attack if that creature is within 5 feet of an ally of hers that isn't incapacitated.
Action Surge (1/short rest). Amber can take one additional action on her turn.
Second Wind (1/short rest). As a bonus action, Amber can regain 1d10 + 16 hit points.
Indomitable (2/long rest). Amber can reroll a saving throw that she fails. She must use the new roll.
Relentless (3/long rest). When Amber is reduced to 0 hit points, she can use her reaction to drop to 1 hit point instead. She can't use this feature again until she finishes a long rest.
Feat: Sentinel. Creatures within 5 feet of Amber provoke opportunity attacks from her even if they take the Disengage action.
Feat: Great Weapon Master. Before Amber makes a melee attack with a heavy weapon that she is proficient with, she can choose to take a -5 penalty to the attack roll. If the attack hits, she adds +10 to the attack's damage.
Feat: Tough. Amber's hit point maximum increases by 2 hit points for every level she has attained (32 extra hit points).
Fighting Style: Superior Technique. Amber gains one maneuver of her choice from the Battle Master archetype (e.g., Precision Attack, Riposte) and has one superiority die (d6) to fuel it.
Fighting Style: Defense. While Amber is wearing armor, she gains a +1 bonus to AC.
War Magic (Eldritch Knight). When Amber uses her action to cast a cantrip, she can make one weapon attack as a bonus action.
Eldritch Strike (Eldritch Knight). When Amber hits a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell Amber casts before the end of her next turn.
Integrated Cantrips. Amber's mastery of her arcane swordcraft is such that her Longsword attacks inherently carry the effects of booming blade and green-flame blade. When she makes a Longsword attack, she can choose for it to apply the effects of either booming blade or green-flame blade. The damage from these cantrips is included in her attack's damage calculation (see Longsword attack below).
Spellcasting. Amber is a 16th-level fighter. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has 4 spell slots of 1st level, 3 of 2nd, and 3 of 3rd. She knows the following wizard spells:
* Cantrips (at will): true strike (booming blade and green-flame blade effects integrated into Longsword attack)
* 1st level: absorb elements, shield, magic missile, protection from evil and good
* 2nd level: blur, misty step, spiritual weapon (flavored as a spectral weapon from her magic)
* 3rd level: counterspell, fly, lightning bolt
Multiattack. Amber makes three melee attacks.
- Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Additionally, if Amber chose booming blade, the target takes 3d8 thunder damage if it willingly moves before the end of Amber's next turn. If Amber chose green-flame blade, a different creature of Amber's choice within 5 feet of the target takes 3d8 fire damage. If using Great Weapon Master, damage is +10.
- Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Second Wind. Amber can use a bonus action to regain 1d10 + 16 hit points.
War Magic. If Amber uses her action to cast a cantrip (such as true strike), she can make one weapon attack as a bonus action.
Great Weapon Master. If Amber scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, she can make one bonus action melee weapon attack.
Relentless. When Amber is reduced to 0 hit points, she can use her reaction to drop to 1 hit point instead. (Usable 3 times per long rest).
Sentinel. When a creature within 5 feet of Amber makes an attack against a target other than her (and that target is not incapacitated), she can use her reaction to make a melee weapon attack against the attacking creature. If Amber hits a creature with an opportunity attack, its speed becomes 0 for the rest of the turn.
Superior Technique (Maneuver). Amber can use her reaction to use a chosen maneuver, such as Riposte (when a creature misses her with a melee attack, she can use her reaction and expend one superiority die to make a melee weapon attack against the creature).
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