Goading Strike (1/ turn). When Altine hits a creature with a weapon attack, the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Altine until the start of Altine's next turn.
Fey Ancestry. Altine has advantage on saving throws against being charmed or frightened, and magic can't put Altine to sleep.
Mercenary Leader. Altine and all allies within 10 feet of him gain a bonus to weapon and spell damage rolls equal to Altine's Charisma modifier.
Aura of Hatred. When a hostile creature is within 10 feet of Altine, that creature must make a 18 DC Wisdom saving throw, if it fails, that creature must attack Altine on its turn. The saving throw can be repeated at the end of that creature's turns.
Mercenary Tactics. As a bonus action, Altine can mark a target. Altine and his allies deal an additional 3 (1d6) damage to the target whenever it is hit with a weapon or spell attack. Altine can only mark one target at a time and the effect ends if the creature is killed.
Indomitable (1/ day). Altine can re-roll a saving throw that he fails, but he must use the new roll.
Lone Survivor. Altine regains 32 (8d8) hit points at the start of his turn if he has no allies that he can see or hear.
Multiattack. Altine makes three broadsword attacks.
Bloodthirster (Broadsword). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage, or 17 (2d10 + 7) slashing damage if used with two hands. If Altine hits a creature with Bloodthirster, he is healed for half of the damage dealt.
Protection. When a creature Altine can see attacks a target other than Altine that is within 5 feet of him, Altine can use his reaction to change the target of the attack to him.
Previous Versions
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6/17/2022 5:00:30 PM
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29
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2
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Coming Soon
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