Medium Humanoid, Neutral Good
Armor Class 12 (natural armor)
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. Alsher has advantage on saving throws against being frightened.

Spellcasting. Alsher has learned a few spells from his studies at the Temple Di Magni. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Alsher can cast the following spells.
At-Will: spare the dyinglight
1st level (1 slot): cure wounds 

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

Student of War. Alsher is proficient in calligrapher's tools and forgery kits.

Know Your Enemy. Alsher, 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, Alsher can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.

Maneuver: Commanding Presence. When Alsher 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. Alsher can make two weapon attacks.

Rapier +2. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. 

Bonus Actions

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

Maneuver: Rally. As a bonus action, Alsher 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 Alsher with a melee attack, he can expend a superiority die to make a melee weapon attack against the creature. If he hits, Alsher add 4 (1d8) to the attack's damage roll.

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

Description

Alsher Gualtier is the Crown Prince of Athera, and thus heir to the throne. He is a strong-willed individual, hot-headed, and charming. Having wanted for nothing in his life as a prince and typically being treated with respect by all except his year mates that he trained with through his years as a page and squire, he has a happy disposition and a tendency to expect people to like him. His mother died giving birth to him, and thus he was raised by a distant father that had kingly duties and a pantheon of tutors and wizards and priests and sages. He is thus well-educated and knows very little about the world. When he snuck away from the palace and ran around the City of Stars or Golden Lake, he started to learn about the reality of his future subjects, and has since tried to improve the standing of the commoner in Athera.

When Alsher escapes his protection detail to "live among the people", he goes by the name of Walker, claiming to be a sellsword and wanderer.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2022 2:28:20 AM
24
2
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Coming Soon
GalwardtheGreat

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