Medium Humanoid (Human), Neutral
Armor Class 18 plate
Hit Points 212 (25d8 + 100)
Speed 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +12, DEX +10, WIS +9
Skills Athletics +12, History +9, Insight +9, Intimidation +8
Senses Passive Perception 19
Languages Common, Dwarvish, Elvish
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Keen Defense. While using a two-handed stance, Baldwin's AC includes his proficiency bonus.

Legendary Resistance (3/Day). If Baldwin fails a saving throw, he can choose to succeed instead.

Tactical Superiority. Baldwin has six superiority points that can be expended to fuel various maneuvers listed below or elsewhere. At the start of each of his turns, Baldwin regains 3 (1d6) points and an additional point whenever he reduces a hostile creature to 0hp.

  • Disarming Strike (1 point). A creature hit with a melee attack must make a DC 20 Strength saving throw. On a failed save, the target must drop an object it is holding at it's feet.
  • Hamstring Strike (1 point). A creature hit with a melee attack must make a DC 20 Dexterity saving throw. On a failed save, the target has its speed reduced to 0 feet until the start of Baldwin's next turn
  • Maneuvering Attack (1 points). After making a melee attack, Baldwin can move his movement speed without provoking oppurtunity attacks.
  • Pushing Attack (1 point). A creature hit with a melee attack must make a DC 20 Strength saving throw. On a failed save, the target is pushed up to 15 feet backwards and lands prone.
  • Sweeping Attack (1 point). Two creatures adjacent to the target of a creature hit with a melee attack take damage equal to half the damage delt to the original target.
  • Brutalizing Strike (2 points). A creature hit with a melee attack must make a DC 20 Constitution saving throw. On a failed save, the target is has disadvantage on all attacks, checks and saving throws until the start of Baldwin's next turn. A brutalized target must also roll 1d20 when casting a spell; on a 9 or lower, the spell fails.

Variable Grip. At the start of each of his turns, or as a legendary action, Baldwin can change from a one-handed and a two-handed grip. His grip determines what multiattack option he is able to take.

Warrior's Flow. Baldwin can additional reactions. To do so, he must spend an additional superiority point per reaction after the first.

Actions

Multiattack. Baldwin makes two two-handed longsword attacks or three one-handed longsword attacks.

One-Handed Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 19 (2d8 + 6) slashing damage. 

Two-Handed Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 22 (3d10 + 6) slashing damage.

Bonus Actions

Technique Analysis. Baldwin analyzes the martial technique of a creature within 30 feet of him and makes an Insight (Wisdom) check against the target's AC. On a success, Baldwin can add 2 (1d4) to his melee attack rolls against the targeted creature until the start of his next turn.

Second Wind (Recharges after a Short or Long Rest). Baldwin regains 40 hit points and all of his superiority points.

Reactions

Brace. Baldwin anticipates an attack that he can see and halves the damage.

Riposte. In response to a melee attack being made against him by a target within 5 feet, Baldwin can make a melee weapon attack. If the triggering attack misses, Baldwin's attack has advantage.

Legendary Actions

Baldwin 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. The dragon regains spent legendary actions at the start of its turn.

Longsword (Costs 1 Action). Baldwin makes a longsword attack using the grip that he is in prior to taking the Legendary Action. He can also use a maneuver in combination with this melee weapon attack.

Grip Shift (Costs 1 Action). Baldwin changes from a one-handed to a two-handed grip or vice-versa.

Dodge (Costs 2 Actions). Baldwin takes the Dodge action.

gpospesel

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