Medium Humanoid (Human), Chaotic Good
Armor Class 16 Cast-Off Armor, Chain Mail
Hit Points 60 (4d10 + 20)
Speed
STR
17 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +5, CON +6
Condition Immunities Charmed
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The Crown Warden captain has advantage on saving throws against being frightened.

Mark of Sentinel. Albert can cast the compelled duel and shield spells. Once one of those spells have been cast, they can't be cast again until the next day.

Divine Smite. When Albert hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) for each spell level higher than 1st. The damage increases by 4 (1d8) if the target is an undead or a fiend.

Lay on Hands (2/Day). Albert blessed touch can heal wounds. As an action, it can touch a creature and restore 11 (2d10) hit points to that creature. Alternatively, this ability may be used to restore 5 (1d10) hit points to that creature and cure it of one disease or neutralize one poison affecting it.

Commander's Orders. Albert may allow an ally within 60ft to roll a d8, they may add that d8 to any rolls (Saving, Damage, Etc.) ther may be used 3 times per long Rest

Second Burst. On a bonus action, make a Veteran's Shield attack, and heal (1d10+15) hit points, Ther may be used 2 times per long rest

Action Surge. Albert may use her bonus action to make another action

Indomitable. Reroll a failed save roll for free, usable up to 2 times per day

Battle Master. Albert has 7 Superiority dice and knows these maneuvers
-Brace
-Precision Attack
-Riposte
-Sweeping Attack
-Menacing Attack
-Ambush
-Rally
-Bait and Switch
-Maneuvering Attack
-Trip Attack

Each Maneuver costs a Superiority dice which recharge with every short rest

Actions

Multiattack. Chrom makes two melee attacks with his Gunblade,

GUNBLADE +2: To hit +5, does 8 Slashing, if he uses one of the 4 magic ammunition, 5 fire damage.

 

 

Bonus Actions

Second WInd.  Albert has a fair well of stamina that you can draw on to protect yourself from harm. On his turn, he can use a bonus action to regain hit points equal to 13 hit points.

Reactions

Parry. Albert adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Vigilant Guardian (2/day). When a creature Albert can see within 5 feet of itself is hit by an attack roll, it can swap places with that creature, and it is hit by the attack instead.

Princely Strike. Albert as a bonus action to replace any one of their attacks with any one of their allies' attacks The attack can be melee or ranged, and a weapon attack is not a spell attack. When Albert takes the Attack action on their turn, they can forgo one of their attacks and use a bonus action to direct one of their companions to strike. They choose a friendly creature who can see or hear them and expend one superiority die. The creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll

MageLord8521

Comments

Posts Quoted:
Reply
Clear All Quotes