Second Wind (1/short or long rest) Aeric Two can use a bonus action on his turn to regain 1d10 + 9 hit points.
Danger Sense. Aeric has advantage on dexterity saving throws against effects he can see, such as traps and spells. This does not work if he is incapacitated.
Improved Critical. Aeric Two scores a critical hit on attack rolls of a 19 or 20 on the d20.
Battle Readiness. Aeric Two has advantage on initiative rolls.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Indomitable (1/day). Aeric Two can reroll a saving throw that it fails, but it must use the new roll.
Multiattack. Aeric Two makes two weapon attacks.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Description
Aeric Two is the biggest, and likely only, fan of the drow adventurer named Aeric. He came into existence with assistance of the Deck of Vile Things.
Previous Versions
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