Great Weapon Mastery: Whenever Zabushi lands a critical hit or reduces a creature to 0HP with a Two-Handed Weapon, he may make an additional attack as part of his multiattack. In addition he may reroll any 1's or 2's on the damage dice of his weapon attacks and may choose a -5 Panalty for his melee weapon attack rolls, dealing an additional 10 damage on a successful hit. This must be declared before the roll is made.
Magic Items: Zabushi is Equipped and attuned to the following magic items;
- Kubikibochi: A Unique Vorpal Greatsword
- A set of +3 Studded Leather Armor
- Shroud of Mists
- Bakuneko Boots
Kubikibochi: This greatsword gains a +3 bonus to attack and damage rolls made with it. On a crit, this sword instantly cuts the head off of the targeted creature. If the target has legendary actions, is too large, or the DM rules that it's head doesn't get cut off, this sword instead deals an additional 6d8 Slashing damage instead.
- (1/day) When this sword deals damage to another creature, it absorbs its blood, making it sharper, allowing the wielder to add their proficiency bonus to the damage rolls of attacks made with it for 1 minute.
Bakuneko Boots: Zabushi's steps and movement generate no sound whatsoever. He gains advantage on all stealth checks and perception checks that rely on hearing always fail against him unless he chooses to make noise. Additionally he gains a climb speed equal to his walking speed and his normal walk speed increases by 15 ft.
Shroud of Mists: Zabushi gains a +5 bonus to stealth checks and a +1 bonus to AC and Saving throws made while in fog or mist. In addition, he may cast Misty Step at will as long as he starts and finishes in the space of a fog cloud.
(1/Day) Summon Mist: Using the Shroud of Mists, Zabushi can create a thick fog covering a 1 mile radius area. The fog created by the shroud reduces a creatures sight range to a 10 ft. radius around them. All ranged attacks made in the area are made at disadvantage. The mist lasts for 8 hours and strong winds can temporarily clear the area affected by this mist, restoring normal visibility. The fog immediately returns as soon as the strong wind stops.
Action Surge(once per short rest): Zabushi may take an additional action on the turn he uses this ability.
Indominable(3/day): If Zabushi fails a saving throw he may reroll it, but must use the new result.
Manifest Echo: Zabushi can use a bonus action to magically manifest an 2 echoes of himself in unoccupied spaces he can see within 15 feet of him. These echoes are magical, translucent, gray images of him, that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
- Each echo has AC 20, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses Zabushi's saving throw bonus for the roll. They are the same size as him, and occupies their spaces. On his turn, he can mentally command the echoes to move up to 30 feet in any direction (no action required). If his echoes are ever more than 30 feet from him at the end of his turn, it is destroyed.
- As a bonus action, he can teleport, magically swapping places with one of his echoes at a cost of 15 feet of his movement, regardless of the distance between the two of them.
- When he take the multiattack action on his turn, any attack Zabushi makes with that action can originate from his space or the echoes' spaces. He make this choice for each attack.
- When a creature that Zabushi can see within 5 feet of his echoes moves at least 5 feet away from them, he can use his reaction to make an opportunity attack against that creature as if he were in the echo's space.
(4/day) Unleash Incarnation: Whenever Zabushi uses his multiattack, he may make an additional attack from the position of one of his echoes.
Echo Avatar: Zabushi can temporarily transfer his consciousness to his echo. As an action, he can see through his echo's eyes and hear through its ears. During this time, he is deafened and blinded. He can sustain this effect for up to 10 minutes, and can end it at any time (requires no action). While his echo is being used in this way, it can be up to 1,000 feet away from him without being destroyed.
(4/day) Reclaimed Potential: When on of Zabushi's Echoes dies, he can choose to gain 2d6+4 temp Hp.
(2/Day) Action Surge: On Zabushi's turn, he can choose to take another action. He can do this once in a single turn.
Multiattack: Zabushi makes 4 attacks with Kubikibochi. These attacks may originate from Zabushi or his echoes' positions.
Kubikibochi: Melee Weapon Attack, 1 Target, 10ft., +14 to hit(+9 if Great Weapon Mastery is declared), on hit: Deals 15(2d6+8) Slashing Damage plus an additional 10 slashing if Great Weapon Mastery was declared.
(1/day)Second Wind: Zabushi regains 1d10+20 Hp.
(1/Day) Misty Martyr: Zabushi can make his echo throw itself in front of an attack directed at him that he can see. Before the attack roll is made, he can use his reaction to teleport the echo to an unoccupied space within 5 feet of himself. The attack roll that triggered the reaction is instead made against his echo.
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