Medium Humanoid, Neutral Good
Armor Class 17 chain shirt, shield
Hit Points 68 (8d10 + 27)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +6, CON +6
Skills Animal Handling +5, Arcana +4, Athletics +6, Deception +6, History +4, Insight +5, Medicine +4, Nature +4, Persuasion +6, Religion +4, Stealth +5
Senses Passive Perception 12
Languages Atheran, Common, Dwarvish, Sabazan, Kajen, High Speak, Thieve's Cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Brave. Walker has advantage on saving throws against being frightened.

Spellcasting. Walker has a few spells he can cast. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Walker can cast the following spells.
At-Will: spare the dyinglight
1st level (1 slot): cure wounds 

Combat Superiority. Walker has trained extensively as a combatant, and has picked up a few tricks as a result. Walker has 5 superiority dice (d8). Walker can expend those dice for Maneuvers, described in the Actions. Walker regains all superiority dice on a short or long rest. 

Know Your Enemy. Walker, if able to observe a creature for longer than a minute outside of combat, can learn if the target has greater or fewer hit points and Fighter class levels than he does. 

Maneuver: Evasive Footwork. While moving, Walker can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.

Maneuver: Commanding Presence. When Walker makes a Charisma (Indtimidation), Charisma (Performance), or Charisma (Persuasion) check, he can expend on superiority die and add the superiority die to the ability check.

Actions

Multiattack. Walker can make two weapon attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. 

Shortbow. RangedWeapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Second Wind. Walker can use a bonus action to heal 13 (1d10+8) hit points.

Maneuver: Rally. As a bonus action, Walker can expend on superiority die to bolster the resolve of one of his allies. The friendly creature must be able to see or hear him. The target gains temporary hit points equal to 7 (1d8+3).

Reactions

Maneuver: Riposte. When a creature misses Walker with a melee attack, he can expend a superiority die to make a melee weapon attack against the creature. If he hits, Walker add 4 (1d8) to the attack's damage roll.

Maneuver: Parry. When a creature hits Walker with a melee attack, he can expend one superiority die to reduce the damage by the number rolled on by 6 (1d8+2).

Description

Walker is a wanderer and a sellsword. He seems to migrate from place to place, looking for something, or just sating a curiosity.

He is anxious around guards and officials, and likes to avoid them if possible. Despite being an outsider, Walker is strangely supportive of the Crown and it's entities.

Previous Versions

Name Date Modified Views Adds Version Actions
5/1/2021 8:32:28 PM
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GalwardtheGreat

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