Medium Humanoid (Human), Chaotic Evil
Armor Class 23 (Studded Leather)
Hit Points 237 (25d8 + 125)
Speed 40 ft.
STR
14 (+2)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +11, INT +8, CHA +11
Skills Acrobatics +11, Deception +17, History +8, Insight +14, Perception +8, Stealth +11
Senses Blindsight 20, Passive Perception 18
Languages Common, Draconic, Dwarvish, Elvish, Gnomish, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Action Surge. As a free action Charlemagne can give himself one additional action. When he uses this he can move up to half of his movement speed, and all attacks he makes with the additional action are done with advantage.

Audacious Awareness. Charlemagne gains +7 added to all of his initiative rolls, has a blindsight of 20 feet, creatures cannot surprise him while he is awake, and creatures gain no bonuses from flanking him.

Battle Trance. If Charlemagne spends an hour in meditation he can gain the following benefits for 1 hour:

  • His movement speed increases +15 feet.
  • He cannot be charmed or frightened.
  • He has advantage on all saving throws.
  • He gains an additional attack when he takes the attack action.
  • He regains 5 hit points at the start of each of his turns.

Fancy Footwork. If Charlemagne makes a melee attack against a creature, that creature can't make opportunity attacks against him until the end if his turn.

Indomitable (1/Day). Charlemagne can reroll a failed saving throw, though he must use the new roll.

Legendary Resistance (3/Day). If Charlemagne fails a saving throw, he can choose to succeed instead.

Reactive. Charlemagne can take a reaction during every turn during combat.

Sentinel. Charlemagne can make opportunity attacks against creatures that take the disengage action. If he hits a creature with an opportunity attack, their speed becomes 0 for the rest of the turn. If a creature within 5 feet of him makes an attack against a creature other than him, he can use his reaction to make a melee attack against said creature.

Sneak Attack. Charlemagne can deal an additional 2d6 damage to one creature he hits with an attack utilizing his Dexterity score if he has advantage on the attack roll. He doesn't need advantage if only he is engaged with the creature or  it is engaged with another enemy of the creature and he doesn't have disadvantage on the roll.

Rapier Savant. While wielding a rapier, Charlemagne gains +5 added to his AC. Additionally, he deals +5 damage with spears (included in attack and AC).

Actions

Multiattack. Charlemagne makes four rapier attacks.

Vicious Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 15 (1d8 + 11) piercing damage. On a roll of 20, the target takes an additional 7 piercing damage.

Bonus Actions

Rapier of Certain Death. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 16 (1d8 + 12) piercing damage. Creatures suffering damage from this weapon cannot regain hit points until the start of Charlemagne's next turn.

Cunning Action. Charlemagne can take the Dash, Disengage, or Hide action.

Fighting Spirit(3/Day). As a bonus action, Charlemagne gives himself advantage on all attacks until the end of his turn. This also restores 5 hit points.

Second Wind(1/Short Rest). Charlemagne regains 1d10 + 16 hit points.

Reactions

Parry. Charlemagne can use his reaction to parry an attack that would hit him, adding +6 to his AC for the attack. To do this he must be able to see the attacker and be wielding a melee weapon with which he is proficient.

Riposte. If a creature misses Charlemagne with a melee attack within 5 feet of him, he can use his reaction to make one melee attack against that creature.

Legendary Actions

Charlemagne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Charlemagne regains spent legendary actions at the start of his turn.

Evasive Maneuver. Charlemagne moves up to half of his movement speed without provoking attacks of opportunity. As part of this he can make one melee attack against a creature he passes within 5 feet of.

Bramble (Costs 2 Actions). Charlemagne lashes out in a flurry of jabs. Each creature within 5 feet of him must make a DC 19 Dexterity saving throw or take 18 (4d8) piercing damage.

Deathpierce (Costs 3 Actions). Charlemagne braces himself, and runs forward in a straight line up to 20 feet without provoking attacks of opportunity. If he manages to move 10 feet first, he can make a melee attack with his rapier against a creature he passes within melee range. On a hit that attack deals 36 (8d8) piercing damage.

VikinYngof

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