Medium Any Humanoid, Any
Great Weapon Expertise. Damage dice for a two-handed weapon that are equal to 2 or lower are counted as a 3. Improved Critical. Weapon Attacks score a critical hit on a roll of 19 or 20. GHOST Defender. If other GHOST agents are within melee range of an enemy creature, the GHOST defender may dash and disengage as bonus actions.
Greatsword. Melee Weapon Attack, +6 to hit, reach 5ft., one target. Hit: 11 (2d6+4) Slashing damage. Longbow. Ranged Weapon Attack. +4 to hit. Range 150/600ft, one target. Hit: 6 (1d8+2) piercing damage.
Sentinel Fighter. The Champion can use his reaction to make a greatsword melee attack against any creature within 5ft. who attacks an ally.