Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Repetition of History. Abraham Lincoln's hat is so big that headshots or attempts to behead him become less effective. The first critical attack against Abraham Lincoln in combat, the player must make a wisdom saving throw (DC 17) or instead hit Abraham Lincoln's top hat. This can only be used once per day.
Embalming fluid. Famously, Abraham Lincoln's body was paraded throughout the country and was a major reason embalming of bodies become common practice in the United States of America. Those fluid still reside in his body. Whenever Abraham Lincoln takes damage all creatures in a five foot radius must make a DC 13 CON saving throw or be poisoned till the end of their turn.
If Abraham Lincoln is dealt more than 8 fire damage, he explodes. Creatures within a 10 foot radius must make a DC 5+Damage Taken DEX saving throw, taking 21 (4d6+5) fire damage or half as much on a success. Abraham Lincoln has disadvantage on the saving throw.
Pole Vault. When Abraham Lincoln runs 10 feet, he can use his 10 foot long pole to gain 13 (1d20+6) feet of height, and may then fall anywhere within a 16 foot radius of the pole and use a Slam attack. This attack has advantage and gains an additional 1d6 for each set of ten feet (rounded down). Abraham Lincoln also takes the fall damage.
Vampire Hunter. Abraham Lincoln hated vampires and those skills have carried over into his unlife. If a creature fulfills at least 1 of the following categories (Bat-related, Sucks blood, Undead, Nocturnal, Pale, Immortality, Enslavers) Abraham Lincoln has advantage on attacks against that creature, he critically hits on a roll of an 18-20, and his attacks ignore their resistances or immunities. This stacks if the creature possess multiple attributes. He will also be drawn to attack these creatures specifically.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 8) bludgeoning damage.
AK-47. Ranged Weapon Attack: +2 to hit, reach 80/240 ft., one target. Hit: 10 (2d8+2) piercing damage. This uses 1 piece of ammunition.
AK-47 (Burst Fire). Ranged Weapon Attack: select a 10ft., cube within 80 ft. All creatures in that area must succeed a DC 15 DEX saving throw or take 10 (2d8+2) piercing damage. This uses 10 pieces of ammunition.
Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) slashing damage.
Reload. The AK-47 only has 30 pieces of ammunition and must be reloaded when all shots are used up. This can be done either as a bonus action or an action.







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