Battle Readiness. Beleron has advantage on initiative rolls.
Slasher (Feat). Beleron learned where to cut to have the greatest results, granting you the following benefits:
-Once per turn when Beleron hits a creature with an attack that deals slashing damage, he can reduce the speed of the target by 10 feet until the start of his next turn.
-When Beleron scores a critical hit that deals slashing damage to a creature, he grievously wounds it. Until the start of his next turn, the target has disadvantage on all attack rolls.
Fighting Style (Dueling). When Beleron is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Indomitable (2/Day). Beleron can reroll a saving throw that it fails, but it must use the new result.
Action Surge (1/day). Beleron takes one additional action on his turn.
Fire Rune (2/day). When Beleron hits a creature with an attack using a weapon, he can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a STR saving throw (DC:18) or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Frost Brand Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands.
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Heavy Crossbow: Ranged Weapon Attack: +8 to hit, reach 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Second Wind (Recharges after a Short or Long Rest). Beleron can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Giant's Might (5/day). As a bonus action, Beleron magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing.
-If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws.
-Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d8 damage to a target on a hit.
Cloud Rune (2/day). When Beleron or a creature he can see within 30 ft. of him is hit by an attack roll, he can use your reaction to choose a different creature, other than the attacker, within 30 ft of him to become the target of the attack instead, using the same roll.
Stone Rune (2/day). When a creature Beleron can see ends its turn within 30 ft. of him, he can use his reaction to force the creature to make a WIS saving throw (DC:18). Unless the save succeeds, the creature is charmed by him for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Runic Shield (5/day). When another creature Beleron can see within 60 ft. of him is hit by an attack roll, he can use his reaction to force the attacker to reroll the d20 and use the new roll.
Comments