Tactical Adaptability. When Businessman roll's for initiative, it can switch it's initiative roll with that of any ally it can see.
Maneuvering Command. (Maneuver save DC 19). as a bonus action, Businessman may give a superiority die to an ally to allow that ally to use a maneuver Businessman knows. if the maneuver is not used in 5 rounds, the maneuver is lost.
Superiority Dice, (d6) 6\ . (Distracting Strike). When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
(Sweeping Attack). When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
(Feinting Attack). You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the atack's damage roll.
(Trip Attack). When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
(Goading Attack). When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
(Disarming Attack). When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Rallying Word. (Recharge 5-6) two allies within 30 ft, of Businessman heal (1d8 + 20 HP)
Direct Ally. Businessman can use a bonus action to allow an ally that can hear or see Businessman to take the attack action, cast a cantrip, cast a spell with a casting time of 1 action, or move up to half their movement on Businessman's turn as a reaction.
Coordinated Attack. Once per turn when Businessman takes the Attack action, one ally within 30ft, of Businessman can their reaction to make a single weapon attack against a valid target of Businessman's choosing.
Rules of Engagement. Businessman and all it's allies within 30 ft, of Businessman add Businessman's Intelligence modifier to their initiative.
Focused Fire. Businessman can spend one superiority die as a bonus action to select an enemy. Until the end of Businessman's next turn, creatures of Businessman's choice within 30 feet may deal extra damage equal to Businessman's superiority die when they damage the chosen target.
Tactical Mastery. As a bonus action, Businessman can spend any number of superiority dice to expose a single creature's fatal weakness. Until the end of Businessman's next turn, all weapon and spell attacks against that creature have advantage and deal extra damage as if all the superiority dice Businessman spent rolled the maximum result.
Devoted Commander. (Recharge 11-12). Businessman's Direct Ally grants an action to up to 5 allies at the same time.
Inspiring Leader. Businessman chooses up to six ally's (witch can include itself) within 30 ft,. of it, each ally can gain (23 temporary hit points).
Position of Privilege.
Linguist. DC 11 Intelligence check.
Noble Renown. advantage on (Persuasion) and (Intimidation) checks.
Actor. advantage on (Deception) and (performance) checks.
Multiattack. Businessman, makes two Lazar Pistol attacks, or it makes one Lazar Pistol attack, and two Smoke Grenade attacks.
Lazar Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 5) [piercing] damage.
Lazar Pistol. Ranged Weapon Attack: +9 to hit, range 40/120 ft., one target. Hit: 12 (3d6 + 3) [radiant] damage.
Grenade, 10\ . Ranged Weapon attack: +9 to hit, range 60 ft., 20ft., DC 15 Dex save. Hit: 15 (5d6) [piercing] damage.
Smoke Grenade, 10\ . Ranged Weapon attack: +9 to hit, range 60 ft,. 20ft,.
Spur Ally. Businessman can use it's reaction to allow an ally to re-roll a failed saving throw or ability check.
Businessman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Businessman regains spent legendary actions at the start of its turn.
Invincible Skin. (Costs 3 Action). When Businessman take's damage from any source, Businessman can reduce that damage to 0.
In my Sights. (Costs 2 Actions). Businessman makes one Lazar Pistol attack against a moving target, stopping them in there tracks.
Renewed Superiority. (Costs 1 Actions). Businessman regains a number of superiority dice equal to Businessman's Intelligence modifier.
Previous Versions
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10/10/2018 8:24:10 AM
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5/11/2019 4:03:12 AM
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324
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Coming Soon
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