Maneuvers. When Brandon Charbonneau takes the attack action, he can choose attacks that hit to deal an extra 1d12 damage (same damage type as the attack) and cause one of the following additional effects:
• Distraction. The next attack roll against the target by an attacker other than Brandon Charbonneau has advantage.
• Frightening. The target must succeed on a DC 19 Strength saving throw or be frightened of Brandon Charbonneau until the end of the Brandon Charbonneau's next turn.
• Grapple. The target must succeed on a DC 19 Strength saving throw or be grappled.
• Maneuvering. An allied creature that can see or hear Brandon Charbonneau can use his reaction to move up to half his speed without provoking opportunity attacks from the target of your attack.
• Trip. The target must succeed on a DC 19 Strength saving throw or be knocked prone.
• Disarm. The target must succeed on a DC 19 Strength saving throw or drop one object it is holding Brandon Charbonneau's choice).
•Push. The target must succeed on a DC 19 Strength saving throw or be pushed 30 feet away from Brandon Charbonneau.
Evasion. When Brandon Charbonneau is subjected to an effect that allows him to make a Dexterity saving throw to only take half damage, he can instead take no damage if he succeeds and only half damage on a fail.
Legendary Resistance (3/Day). If Brandon Charbonneau fails a saving throw, he can choose to succeed instead.
Action Surge (2/Short or Long Rest). Brandon Charbonneau can choose to take two actions on his turn instead of one.
Alert. Brandon Charbonneau gains a +5 bonus to initiative rolls. Brandon Charbonneau can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against it as a result of being unseen by him.
Indomitable (3/Day). Brandon Charbonneau can reroll a saving throw it fails, and must use the new roll.
Superior Critical. Brandon Charbonneau weapon attacks score a critical hit on a roll of 18–20.
Sword Of Sharpness. When Brandon Charbonneau rolls a 20 on an attack roll the target must make a DC 19 Con save if their weapon is nonmagical on a fail their weapon breaks, additionally he rolls another d20 on a 20 he cuts off one of the targets limbs.
Survivor. Brandon Charbonneau regains 10 hit points at the start of his turn if he has fewer than half his hit points but at least 1 hit point.
Magnum Opus Slash(Recharge 5-6). Brandon Charbonneau slashes his sword leaving an arc of fire within 30 feet of him. Each creature in a 30-foot-cone must make a DC 19 Dexterity saving throw. A creature takes 156 (24d12) fire damage, or half as much damage on a successful one.
Multiattack. Brandon Charbonneau can make four attacks on his turn.
Magnum Opus. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 18 (2d8 + 9) slashing damage or 20 (2d10 + 9) slashing damage if wielded with both hands 39 (6d12) fire damage.
Magnum Opus. Ranged Weapon Attack: +14 to hit, range 120/240 ft., one target. Hit: 15 (2d6 + 9) piercing damage, plus an extra 39 (6d12) fire damage.
Cunning Action. On each of his turns, Brandon Charbonneau can use a bonus action to take the Dash, Disengage, or Hide action.
Second Wind (Recharges on a Short or Long Rest). Brandon Charbonneau regains 25 (1d10 + 20) hit points.
Parry(4/Turn). Brandon Charbonneau can add 5 to his AC when he's hit with a creature's melee attack. To do this, he must be able to see his attacker and must be wielding Magnum Opus, if the attack would still hit once per turn Brandon Charbonneau can add 1d12 to ac to counter the attack.
Riposte (4/turn). When a creature misses Brandon Charbonneau with a melee attack, Brandon Charbonneau can use his reaction to make a melee weapon attack against the creature. On a hit, add 1d12 to the damage rolled.
Previous Versions
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7/30/2023 11:43:37 AM
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Coming Soon
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