Battle Readiness. Amri has advantage on initiative rolls.
Improved Critical. Amri’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Improved Defense. Amri has a +1 bonus to their AC (already included).
Indomitable (Recharges after a Long Rest). Amri rerolls a failed saving throw.
Martial Role (Defender). Amri gains the Disruption reaction.
Extra Attack. Amri makes two weapon attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Second Wind (Recharges after a Short or Long Rest). Amri regains 1d10 + 11 hit points.
Disruption. Amri imposes disadvantage on the attack roll of a creature within 5 feet of them whose target isn’t Amri. Amri must be able to see the attacker.
Description
Amri Thistlebrick
Halfling warrior
Amri keeps a journal on their person, kept up to date with a history of foods, drinks, and animals they’ve met along their journeys.
Personality Trait. “There’s a great place in Waterdeep I keep wanting to get back to. Quiet, warm, and out of the way.”
Ideal. “You’re getting out of here alive.”
Bond. “You’ll never catch me directing others around. I’m either out on the field or nowhere at all.”
Flaw. “I hate waiting. Either we’re heading in now, or I’m heading in now.”
Comments