Longsword. 1d8+1
Longbow. 1d8+1 (10-120 ft)
Hammer the Gap. Once per round as a reaction, make a melee attack against a hero damaged by another creature for free.
Longsword. 1d8+1
Longbow. 1d8+1 (10-120 ft)
Inspiring Presence. Allies within 60 ft have Advantage on Saves.
Greatsword. 2d6+3
Longbow. 1d8+2 (10-120 ft)
Commanding Shout. An ally within 30 ft moves without provoking opportunity attacks.
Contributed by SanityWithIn
Inspiring Presence. Allies within 60 ft have Advantage on Saves.
Shield Bash. 1d6+3. On damage, knock the target prone.
Longsword. 1d8+3
Shield Charge. Once per encounter, move up to 60 ft then forcefully move an adjacent creature by the same distance, or half distance on DC 13 STR save.
Contributed by SanityWithIn
Inspiring Presence. Allies within 60 ft have Advantage on Saves.
Blazing Crossbow. 1d10 + 1d6 Fire (10-60 ft)
Shortsword. 1d6+2
Explosive Bolt. 6d6 Fire, or half on DC 12 DEX save. Once per encounter.
Contributed by SanityWithIn
Resistances.. Fire
Army Arcana. Allies take no damage from your spells.
Quarterstaff. 1d6+1
Devestating Bolt. 2d4+4. On hit, target is knocked prone. (10-60 ft)
Firey Escape. 2d6 Fire. Deal damage to adjacent creatures, then teleport 20ft.
Fireball. 8d6 Fire, or half on DC 11 DEX save. Twice per encounter, deals damage in a 20ft sphere.
Contributed by SanityWithIn