Nimble Escape. Burt has made a career of quick getaways and can disengage or hide as a bonus action. Burt is not as small as a goblin, so a flash and smoke hide his escape. If he hides, he can take cover / hide in nearby cover (within 40 feet) with a +8 to stealth.
Burts many blows. Burt makes three melee attacks with his special long swords. Or Burt makes two ranged attacks, one with his daggers (he throws three at a time) and one flash bang.
Burts Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.
Triple Dagger. Ranged Weapon Attack: +8 to hit, range 30/70 ft., one target. Hit: 12 (3d6 + 3) piercing damage.
Burts Flash. Chance to blind. DEX saving throw of 18 or suffer blindness for 2 turns. No effect if avoided
Perfect Parry. Burt adds 5 to his AC against one melee attack that would hit. To do so, Burt must see the attacker and be wielding a melee weapon.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. Burt the blade is not your average bandit captain. He does not have the typical ego or crave infamy and treasure. Burt is on some sort of private revenge quest and it is obvious he is well trained, but where is a mystery. His charisma and quick wit always grant him some loyal followers and help although many crews have died under his leadership. He has many enemies and so he has become very adept at avoiding traps, poison and ranged attacks. He is best with his infamous blades and his dueling skills have yet to be matched. He wields some specially crafted long swords that are lighter, faster and seem to never miss their mark...
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