Charge. If Charles moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d6+Strenght piercing damage.
Defender. Charles can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.
Second Wind. Charles can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
Improved Critical. Charles's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.
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