Burning Block. Any attack blocked by Boldwynn's , halberd will cause the attacker to take (1d4 + 2) fire damage.
Disengage. At the end of a turn that Boldwynns is attacked. He may jump 10 feet away as long as the place he lands is 5 feet or further away from any creature he's fighting. He can only do this once per round.
Halberd Multiattack. Boldwynn makes 3 attacks. 2 swings and one thrust or a jump and a swing.
Burning Charge. Boldwynn can use a Blazing Blade ability, he then dashes and uses a thrust attack, if this doesn't hit he then uses a swing attack.
Halberd Swing. Melee Weapon Attack: +5 to hit, reach 7 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Halberd Thrust. Melee Weapon Attack: +7 to hit, reach 9 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Eruption. Boldwynn can strike the ground with his halberd. Causing the ground in a 5 feet radius to erupt into a mess of rubble and magma. All creatures caught in this must make a DC 17 dexterity saving throw or be knocked prone and take (1d8 + 6) bludgeoning damage as well as (1d8 + 6) fire damage. On succession, the creature must jump back until they are no longer in range of the attack.
Blazing Blade. Boldwynn ignites his weapon for one turn. Any enemy that is hit by Boldwynn's Halberd takes an extra (1d6 + 4) fire damage and must make a DC 16 constitution saving throw or either loses 1 kindling or take an extra (1d6 + 4) fire damage.
Jump. Boldwynn jumps 10 feet as part of his movement, he can then use this action to land on a space containing at least 1 creature, each of those creatures must succeed on a DC 16 strength or dexterity (players choice) saving throw or be knocked prone and take 19 (4d6 + 5) bludgeoning damage as well as 12 (3d6 + 2) slashing damage. If the creature succeeds the saving throw, they take 10 (2d6 +3) bludgeoning damage and are knocked back 5 feet.
Dash. Boldwynn rushes forward 10 feet, dealing (1d6 + 5) bludgeoning damage as well as (1d6 + 5) fire damage to anyone in his way. A trail of fire is left on the floor where he rushed, this trail of fire stays for 2 rounds and any who touch it take (1d6 + 3) fire damage.
Inferno. If a creature ends their turn while within a 5 feet cone of Boldwynn. He will release a burst of fiery energy, each creature in an 8 feet radius must make a DC 17 dexterity saving throw or take (2d6 + 8) fire damage.
Halberd. Boldwynn makes one Halberd Swing attack or Halberd thrust attack.
Jump. Boldwynn makes one jump action.
Fiery Shield. Boldwynn's AC is raised to 21 and all melee attacks that don't hit him cause the attacker to take (1d6 + 4) fire damage.
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