Charged attack. As a bonus action the conqueror charges his attack. His next attack on any target has advantage and deals 1d8 additional damage.
Shield bash. As a bonus action the conqueror bashes his opponent with his shield. He shoves the target, his athletics roll has +7, while the target can use acrobatics or athletics.
Multiattack. The conqueror does two flail attacks or one flail attack and full block.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Full block (Recharge 3). The conqueror uses one attack action and a bonus action and holds his shield for a full block stance. He gains +2 AC, enemies do not get a flanking bonus and he gains one additional reaction.
Flail Uppercut. After any melee attack against this creature, you may make a Flail attack against the triggering enemy. This attack deals half damage on a miss. Only usable while in Full Block Stance.
Superior block. The conquerer starts an attack, when he sees an enemy attacking him. He throws a flail attack and compares it to the enemies attack throw. If the conqueror is higher, the enemy attack misses automatically and his attack hits instead. If he is lower, the enemy attack hits automatically. A natural 20 is critical, but if the enemies attack throw is still higher, he still wins the contest.
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