The Ember Protector. Once per turn, Abel can deal an extra 14 (4d6) fire damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Abel that isn’t incapacitated.
Boon of the Fire Soul: Abel has immunity to fire damage. He can also cast burning hands (save DC 15) at will, without using a spell slot or any components.
Indomitable (3/Day). Abel rerolls a failed saving throw.
Action Surge: You can take one additional action on your turn. This can be used 1 times per short rest.
Know Your Enemy: If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn information about its capabilities compared to your own: Strength score, Dexterity score, Constitution score, Armor Class, current HP, total class levels (if any), fighter class levels (if any)
Commanding Presence: When you make an Intimidation, Performance or Persuasion check, you can expend one superiority die and add the superiority die to the ability check.
Tactical Assessment: When you make an Investigation, History or Insight check, you can expend one superiority die and add the superiority die to the ability check.
Superiority Dice (5/Short Rest): 1D10
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Abel can cast these spells, his save DC is 16:
At will: burning hands, control flames, create bonfire, fire bolt, guidance, spare the dying
1/day each: bane, false life, feather fall
Multiattack. Abel makes three melee attacks. Alternatively, he can make two ranged attacks with his javelins.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage, or 8 (1d10 + 4) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Abel can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Abel. A creature can benefit from only one Leadership die at a time. This effect ends if Abel is incapacitated.
Second Wind (Recharges after a Short or Long Rest). As a bonus action Abel can regain 20 hit points.
Commanders Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct an ally that can see and hear you to strike using its reaction, adding the superiority die (1d10) to the damage roll.
Feinting Attack: You can expend one superiority die (1d10) and use a bonus action on your turn to add the total to the damage roll and to gain advantage on your next attack roll against a chosen creature within 5 ft. this turn.
Rally: On your turn, you can use a bonus action and expend one superiority die to grant a friendly creature who can see or hear you temp HP equal to the superiority die roll +2.
Parry. Abel adds 3 to his AC against one melee attack that would hit him. To do so, the Abel must see the attacker and be wielding a melee weapon.
Interception: When a creature you can see hits a target, other than you, within 5 ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10+4 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Description
A weather old human man with white hair wearing off-white plate mail with streaks of red cloth showing through. He has distinct half moon shaped gold scales around his left eye. Lost in the lineage of an ancient gold dragon, Abel has been the leader of the Barovian military since the fall of Strahd.
OMG, I love this guy. It totally matches the final boss I'm going for in my campaign that I'm running. Great job.
awesome that makes me happy :)