Tactics. At the start of each of his turn may choose a Tactic to be active that turn
- Offence: All allies gain Advantage on all attack rolls and damage rolls.
- Defense: All attacks against allies have disadvantage.
- Vengeful: Each time an ally is attacked, they may make an attack against the attacker
- Retreat: Double all allies movement speeds, they don't provoke opportunity attacks
- Warcry: All Allies deal an additional 2d10 Psychic Damage.
Action Surge: (2/Day) Take a Second Action.
Champion: Score a Critical Strike on a 19 or 20
Powerful Slash: (3/Day) Declare before making an Attack, if it hits it is Automatically Critical Strike.
Multi-Attack. Make 2 Vellerak and 1 Shield Toss Attack
Vellerak, the Peerless Edge. Melee Weapon Attack:, 1 target, 5ft range, 1d20+16 to hit, 1d8+11 Slashing and 3d10 Void Damage, if it hits the same target twice in a row the force damage increases to 5d10
Shield Toss. RangedWeapon Attack, 1 target, 60ft range, 1d20+15 to hit, 2d6+10 Bludgeoning Damage, if it hits it bounces to another target within 30ft, this is repeated until theirs no targets it hasn't hit within range or it misses, then it returns to Captain Rathkin, any creature Concentrating on a spell, has Disadvantage on there Concentration Check if they get hit.
Hack'n'Slash: Make an attack as a Bonus Action, if this hits, make a second.
Square Off: Target 1 creature within 30ft, it makes a DC 22 Charisma Saving Throw on a fail, they cannot move away from Captain Rathkin, and have Disadvantage against any other target for 1 minute, or until this is used on someone else.
Healing Surge: (2/Day) Heal for 10d10+100 HP
Hunker Down. (Recharge 4,5,6) Increase your AC by 4, if no attacks hits you this turn, all your attacks are Critical Strikes on your next turn.
Last Stand: (1/Day) You can always use this Reaction, even if you use your reaction once this turn, heal for 7d10+70, gain Advantage on all Attacks, and all creature get disadvantage on all attacks against creatures other than you.
Baited Attack: When the target of a Melee Attack, gain +3 AC, then attack the target back, if the target hits you your attack is at Advantage, if it misses you you attack is a Critical Strike.
Has 2 Legendary Actions
Attack (Costs 1 Actions). Make 1 Attack
Demoralizing Shout (Costs 2 Actions) All creatures of your choice within 30ft of you make a DC 22 Wisdom Save or have Disadvantage on attack rolls and saving throws for 1 minute.
Description
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