Fighting Style. Michael adds +2 to his attack rolls with ranged weapons (already included in his attacks below). He also has one superiority die, a d6, which he can expend to deal additional damage on a hit with a weapon attack. When he does, the next attack roll against the target by an attacker other than Michael has advantage. Michael regains this superiority die when he finishes a short or long rest.
Sharpshooter. Michael‘s ranged attacks ignore half cover and three-quarters cover. Additionally, before he makes a ranged weapon attack, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.
Piercer. Once per turn, when Michael hits with an attack that deals piercing damage, he can reroll one of the damage dice and must use the new roll. Additionally, whenever he scores a critical hit that deals piercing damage, he can roll one additional damage die when determining the extra piercing damage the target takes.
Mobile. When Michael takes the Dash, difficult terrain doesn’t cost him extra movement for that turn. Additionally, when he takes a melee attack against a creature, that creature can’t make opportunity attacks against him for the rest of the turn.
Action Surge (2/Short or Long Rest). Once per turn, Michael can take an additional action on his turn.
Indomitable (3/Long Rest). When Michael fails a saving throw, he can choose to reroll the saving throw and must use the new roll.
Superior Critical. Michael’s weapon attacks score a critical hit on a roll of 18-20.
Remarkable Athlete. Michael gains a +3 bonus to any Strength, Dexterity, or Constitution check that does not already include his proficiency bonus, and the maximum distance he can cover with a running long jump increases by +3.
Survivor. At the start of each of Michael’s turns, he regains 9 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.
Special Equipment. Michael has and is attuned to a set of studded leather, +2, a longbow, +3, and a shortsword, +1.
Multiattack. Michael makes four attacks, only one of which can be a Bola.
Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Longbow. Ranged Weapon Attack: +16 to hit, range 600 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
Bola. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: If the target is Medium or smaller, it is restrained (escape DC 17) until the start of Michael’s next turn.
Second Wind (1/Short or Long Rest). Michael regains 1d10+20 hit points.
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