Absolute control: Bal is totally in control of his body, every cell is under his command. Using this he has shaped his Ki into a fortress around himself boosting his AC naturally to 21.
Decimation: Bal's body is his weapon, infused with a natural transmutation magic every strike is magical.
Pragmatic Carnage: Every turn Bal has 10D6 worth of dice, they can be used to either damage enemies, heal himself or move. His damaging abilities have additional modifiers but his healing ability does not.
Monstrous Denial: 3 a day - on a failed save Bal may choose to succeed instead
Furious Beating: Bal makes an unarmed attack dealing 1D6 + 3 damage, can be used up until all dice in the pool for his turn are spent. +10 to hit.
Siege Breaker: Ball spends and additional D6 with each attack of furious beating to move a target on a successful hit up to ten feet per strike, this can be used for each blow of furious beating until dice pool is empty.
Blood Rush: Bal spends 1D6 per 20 feet of movement to charge headlong at another enemy. He can also jump via this ability up to 80 feet if he ends his turn at this height he will land on his next turn and takes no fall damage. He is not subject to attacks of opportunity when using blood rush. This can be used in addition to Bal's normal movement.
Incredible Violence: recharges on 6 - The full fury of the master of war bears down on a single opponent. All dice in the turn pool must be spent on attacking a single target, if five or more hit the target immediately falls to 0 hit points and takes one failed death saving throw.
A Body like a Fortress: Bal expends 1D6 and regains hitpoints equal to the number rolled. If he gains more than 20 hit points in a turn, he will only receive half of what is rolled if used again the next turn.
An Unbreakable Will: Bal simply refuses to accept that he has been injured. Reducing incoming damage by 14. If the damage is reduced to 0 Bal strikes back at the enemy, stunning them and dealing 14 damage, at the start of their next turn they may roll a DC 16 CON save to see if they break the stun.
Bal can take 3 legendary actions per round and is given a pool of 4D6 to use any action he would on his normal turn.
Description
There are few beings in the world that are truly single-minded, Bal is one of them. For nearly 500 years Bal the warlord has traveled the kingdoms of Faerun offering no allegiance or loyalty but fighting in wars for the sheer enjoyment of the violence. His incredible will has warped his body, transmuting it into something greater. With violent determination Bal has gained total control of every aspect of himself and crafted his body into a brutal weapon of war. Living long past his natural lifespan Bal keeps death at bay through sheer willpower, looking for the fight that will finally kill him. Bal is no longer just a man, he is war personified, the brutal uncaring violence of conflict given flesh and form.
Comments