AC 12 (padded leather or light defensive stance [
Sartorial Defense
variant rule]
HP 9 (2d8;
bloodied
4)
Speed 30 ft.
Initiative Dex +0 (10), Insight +0 (10), Perception +2 (12)
Proficiency +2; Maneuver DC 11
Saving Throws str +1, dex +0, con +0, int +0, wis +0, cha +1
Skills Intimidation +3, Perception +2
Senses passive Perception 12
Languages Common, others vary
Part of the Family. Your attack knocks the criminal to the ground, but before they lose consciousness they reach out for help toward one of their allies. That ally’s expression burns with vengeance. When a hostile creature reduces the bravura to 0 hit points, one allied creature with this trait can use its reaction to move its Speed then make an attack against the hostile creature.
ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit; reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Pistol. Ranged Weapon Attack: +2 to hit; range 20/60 ft.; one target. Hit: 5 (1d10) piercing damage. Special: The weapon misfires on a natural 1. Reloading requires an action or bonus action.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.