Ram Rage: Arias was born in the harshest conditions the OverWorld could offer, but that doesn't mean he can't let it out once in a while. Once a day at the start of your turn, if you've taken 20 or more damage in the past 1 round, you can give yourself advantage on all melee attacks you make until the end of your next turn.
Spiked-Braces. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (2d6+3) bludgeoning damage.
Ram Charge. Melee Weapon Attack: +5 to hit, reach 30 ft., 1 target. Hit: (2d10+3) bludgeoning damage.
You must move to the target in a straight line. If the target is more than 15 feet away, you have disadvantage with this attack. You cannot use your walking speed the turn you use this attack.
Tectostrike. Ranged Weapon Attack: +4 to hit, range 20 ft., 1 target. Hit: (1d12+2) bludgeoning damage.
The target must succeed a (DC 12) Strength saving throw or their movement speed is halved until your next turn.