Blood Thrist. Once per rest, Alton gains a burst of speed, granting him an Action on his turn.
Strange Luck. With luck that seems to strike at the oddest times, whenever Alton rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die but must use the new roll.
Braver Than Most. With his training and natural courage, Alton has advantage on saving throws against being frightened.
Good Things In Small Packages. Quick on his feet and small of stature, Alton can move through the space of any creature that is of a size larger than him. Additionally, Alton can attempt to hide even when he's obscured only by a creature that is at least one size larger than him.
Spellcasting. Alton is an Eldritch Knight, giving him access to spells. His spellcasting ability is [Intelligence] (spell save DC 13, +5 to hit with spell attacks). Alton has the following Wizard spells prepared:
Cantrips (at will): Mind Sliver, Toll The Dead
1st level (3 slots): Disguise Self, Magic Missile, Shield, Silvery Barbs
Multiattack. On his turn, Alton can perform two attacks when using the Attack Action.
Spear Jab. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) Piercing damage.
Spear Throw. Ranged Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) Piercing damage, range 20/60 ft., 1 target.
Necklace Of Fireballs. Using the Necklace of Fireballs in his possesion, Alton can cast the spell Fireball (save DC 15) up to 6 times.
Second Burst. Once per rest, Alton can centre himself and regains 11 (1d10 + 6) Hitpoints.
Return To Sender. If Alton throws his spear, he can return it to his hand as a Bonus Action.
Spell Protection. As a reaction, Alton can cast the spells Shield and Silvery Barbs.
Description
Having been possessed by forces unknown, the once friendly face of Alton is now twisted in pain and sorrow as he readies his spear to run you through.
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