Pushing Attack (1/Short or Long Rest). When Corbin Ironhold hits a creature with a weapon attack, he can attempt to drive the target back. If the target is Large or smaller, it must make a DC 12 Strength saving throw. On a failed save, Corbin Ironhold pushes the target up to 15 feet in the opposite direction.
Action Surge (1/Short or Long Rest). Corbin Ironhold can push himself beyond his normal limits for a moment. On his turn, he can take one additional action. He can use it only once on the same turn.
Stealth Disadvantage. Corbin Ironhold has disadvantage on Dexterity (Stealth) checks while wearing his Scale mail armor.
Multiattack. Corbin Ironhold makes two attacks with his Greatsword or two attacks with his Dagger.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 9 (2d6 + 2) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 4 (1d4 + 2) piercing damage.
Second Wind (1/Short or Long Rest). Corbin Ironhold has a limited well of stamina that he can draw on to protect himself from harm. He regains 10 (1d10 + 5) hit points.
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