Master Crafter: You can, as an action, make a perception check to understand what a weapon you can see is capable of in combat. (Does not reveal magical properties.)
Master Stone Worker: You may use an action to check for hidden doors in stone. You have advantage on perception and investigation on all stone work.
Brutal Precision: Crit range increased to 18-20.
Greater Weapon Mastery: Hammer: +1d6; Axe: +2d6'
Defender: While wearing Armor, +1 AC
Mithral Full plate of Alertness (+2): Ignore Critical hits and sneak attack.
Alert: You get +5 to Initiative, you cannot be surprised, and other creatures do not gain advantage on attack rolls against you as a result of being hidden.
Great Weapon Master:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Mithril Greataxe (+3): Hit: +16; 1d12+2d6+10 Slashing/Piercing. Critical hits deal an additional 1d12.
Brunor's Mithril Shield of Bashing (+1): May attack with this shield. Hit: +14; 2d6+10; Target must make a Con save DC: (Damage Dealt) vs. Stun
Action Surge x2: You may take an additional action
Second Wind: Once per short rest use a bonus action to regain 1d10+17 HP.
Indomitable: Three times per long rest you may Re-roll a Saving throw and keep the new results.
Extra Attack: You can make 3 attacks whenever he takes an attack action.
If one of his Novel Companions are in trouble, Bruenor may use his reaction to make a melee attack against an opponent threatening them. If he is not within melee range, he may choose to move up to his full movement towards the threatening opponent. This movement still provokes an attack of opportunity.
When fighting along side his Novel Companions, Bruenor may use a Legendary Action only on their turns. He has a total of 3 Legendary Actions per Turn:
1 Action: Move towards a Novel Companion using full movement speed.
1 Action: Make a melee attack against an enemy currently engaged with a Novel Companion.
1 Action: Administer a Health potion to a Novel Companion.
Description
Bruenor Battlehammer is the rightful king of Mithral Hall. At this point in his life, his children, Cati-Brie and Wulfgar have died, neither of old age. His companion Regis retired in Ten-Towns as a Scrimshaw exporter. Drizzt Do'Urden continues to safeguard Icewind Dale against any evils that might befall it.
This stout and surly dwarf is as experienced in combat as he is in metal crafting. After losing his children to violent deaths, he has since lost himself in grief and rage. Hunting down goblins for their hand in the death of his daughter, and torturing them purely out of soulless habit. About the only thing that can bring this lost king to rationality, is any danger that might befall his remaining two friends, Regis and Drizzt.
Lair and Lair Actions
Bruenor Battlehammer has long lived in Icewind Dale and traveled the spine of the world. When in this region, he has advantage on all perception, Nature, History, Survival, and Insight checks pertaining to this region, or on events taken place here. In this region, Bruenor may take a 10 as an action when checking for traps, or in avoiding an activated trap.
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