Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Parry. Xolkin adds 2 to his AC against one melee attack that would hit it. To do so, Xolkin must see the attacker and be wielding a melee weapon.
Love conquers all. If Kella Darkhope is within 30ft of Xolkin, he can move up to his speed and add 4 AC to Kella if the attack would hit. Xolkin must see the attacker, be wielding a melee weapon and be within 5ft of the attacker.
Xolkin can take 1 legendary action, choosing from the options below. Only one legendary action option can be per round. Xolkin can not choose a legendary action he has chosen previously in the same combat. He regains spent legendary actions at the start of his turn.
Get them! (1/day) Until the end of the round, each Bandit within 60ft of Xolkin Alassandar adds +2 to hit and +2 damage with weapon attacks.
We are the Seven Snakes! (1/day) Each bandit within 30ft of Xolkin Alassandar may immediately use its reaction to move up to its speed towards Xolkin. They may then make one weapon attack on a target within their range. This movement doesn't provoke opportunity attacks.
Mean Streak (1/day) Xolkin drops his charming facade and aims to inflict grievous wounds. When striking with piercing damage from a melee weapon, Xolkin twists the blade to cause a bleeding effect of 1d4 damage to the creature at the start of their turn. Creatures can make a 12 DC Constitution save at the end of their turn and on a success the effect it ends. Additionally a Medicine check of 15 DC can staunch the bleed.
Previous Versions
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7/20/2020 8:37:42 AM
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9
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1
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0.1
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Coming Soon
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