Brave. Asher has advantage on saving throws against being frightened.
Sentinel. Creatures provoke opportunity attacks from Asher even if they take the Disengage action before leaving his reach. Additionally, whenever Asher hits a creature with an opportunity attack, that creature’s speed is 0 for the rest of the turn.
Great Weapon Master. Whenever Asher rolls a 1 or a 2 on a damage roll for a weapon is wielding with two hands that has the two-handed or versatile property, he can reroll the die and must use the new roll. Additionally, whenever he makes an attack roll with such a weapon, he can choose to take a -5 penalty to the attack roll. If the attack hits, he add +10 to the attack's damage.
Polearm Master. Other creatures provoke an opportunity attack from Asher when they enter his reach if he’s wielding a glaive, halberd, pike, quarterstaff, or spear.
Action Surge (2/Short or Long Rest). Once per turn, Asher can take an additional action.
Improved Critical. Asher scores a critical hit on an attack roll of 18, 19, or 20.
Remarkable Athlete. Asher can add 3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when Asher makes a running long jump, the distance he can cover increases by 5 feet.
Survivor. At the start of each of Asher’s turns, he regains 9 hit points if he has no more than half of his hit points left. Asher doesn’t gain this benefit if he has 0 hit points.
Indomitable (3/Long Rest). When Asher fails a saving throw, he can reroll that save and must use the new roll.
Special Equipment. Asher has on his person and is attuned to a set of dwarven plate, a blazing pike of warning, a sending stone, and a binding heavy crossbow.
Multiattack. Asher makes three attacks with his Blazing Pike of Warning.
Blazing Pike of Warning. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) piercing damage plus 9 (2d8) fire damage.
Binding Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 2) bludgeoning damage, and the target is restrained. That creature or another creature within 5 feet of the target can spend its action to make a DC 15 Athletics check to break the bindings, ending the condition on a success. The bindings have 8 hit points and AC 12, breaking when they reach 0 hit points.
Second Wind (1/Short or Long Rest). Asher regains 1d10+18 hit points.
Great Weapon Rampage. If Asher scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one on his turn, he can make one melee weapon attack.
Polearm Finesse. If Asher takes the Attack action and attacks only with a glaive, halberd, pike, quarterstaff, or spear, he can take an attack with the other end of that weapon. Melee Weapon Attack: +11 to hit, one target. Hit: 7 (1d4+5) bludgeoning damage.
Sentinel‘s Strike. Asher can make a melee weapon attack it he’s holding a melee weapon against a creature in response to that creature making an attack against a target other than him.
Description
Asher Dolor is the human male head of security who is working at the Starguide Casino because of a lost bet with the proprietor. He refuses to confess the details under any circumstances. The truth? He and his young daughter were targeted by a malevolent criminal syndicate for working against them while Asher worked under the city guard. Dolor ultimately went to the proprietor of the Starguide Casino for help. The proprietor, due to his sick sense of humor, agreed to grant Dolor protection, but his daughter’s protection would be guaranteed only by a game of cards — which Dolor lost. In desperation, Dolor offered to pledge his service to the proprietor if it would save his daughter. The proprietor, seeing the opportunity, accepted.
In battle, Asher wields a magical pike bequeathed to him when he became captain of the city guard before he made the deal with the proprietor. Its tip radiates heat when wielded and alerts Asher to danger. Asher also carries a heavy crossbow designed to wrap bindings of black cord on impact of ammunition fired from it. He wears a set of armor given to him by the proprietor.
Roleplaying Asher Dolor
Asher is tactical and has been known to make decisions based on future consequences. He is reserved when engaged in conversation, but can command when the situation requires it. Asher is fiercely defensive of his personal life and details. He despises the proprietor, but refuses to take any step out of line.
Personality Trait. ”I take pride in my skill, despite what it’s used for. If given the option between an option with predictable consequences and a spontaneous one, I will always take the first.”
Ideal. “It’s every person’s responsibility to take care of their own.”
Bond. “Laura’s mother died during childbirth. I will do and sacrifice everything to protect her.”
Flaw. “I cannot let go of a grudge.”
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