Ring of Chaos.
Roll a d100 and pick the resulting number from the Wild Magic Chart, whenever an ally within 60 ft cast a 3rd level or higher spell.
You gain an additional 1d4+1 to AC
You gain Resistance to fire damage
Boots of Celerity.
Your walking speed increases to 300ft.
Your strength score is reduced by 2.
When you travel with the Boots of Celerity, the path you tread transforms into rough terrain for one round, leaving a trail of tumultuous energy in your wake.
Padded armor consists of quilted layers of cloth and batting.
Natural Athlete.
You have proficiency in the Athletic skill.
Stone's Endurance.
As a reaction, reduce dealt to you by 1d12 +3 once per short rest.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born.
You don't suffer the penalties for being in high altitudes, and you have resistance to cold damage.
Fighting Style.
Great Weapon Fighting.
Second Wind.
Weapon Mastery.
Longsword (SAP).
Sap. If you hit a creature with a longsword, that creature has disadvantage on its next attack roll before the start of your next turn.
Pistol (Vex).
Vex. If you hit a creature with a Pistol and Deal damage to i, you have Advantage on your next attack roll against that creature before the end pf your next turn.
Quarterstaff (Topple).
Topple. If you hit a creature with a Quarterstaff, you can force it to make a Con saving throw (DC 8+6+ the ability modifier used to make the attack). On a failed save the creature has the prone condition.
Morningstar (Sap).
Sap. If you hit a creature with a longsword, that creature has disadvantage on its next attack roll before the start of your next turn.
Halberd (Cleave).
Cleave. Once per turn, if you hit a creature with a melee attack using a halberd, you can make another melee attack with it against a second creature within 5 ft. of the first that's within your reach. On a hit, the second creature takes the halberd's damage, but without your ability modifier (unless the modifier is negative).
Greatsword (Graze).
Graze. If your attack roll with a Greatsword misses a creature, you can deal damage to it equal to the ability modifier used to make the attack. This damage is the same type dealt by the greatsword and can only be increased by increasing the ability modifier.
Action Surge.
On your turn you can take one additional action except the Magic Action.
You can use this feature 2 time(s) until you finish a Short or Long Rest.
Tactical Mind.
When you fail an ability check, you can expend a use of your second wind and instead of regaining HP, you roll 1d10 and add the results to the ability check, If the check still fails, this use of Second Wind isn't expended.
Improved Critical.
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a d20 roll of 18-20.
Remarkable Athlete.
You have Advantage on Initiative and Strength (Athletic) checks.
Immediately after you score a Critical Hit, you can move up to Half your Speed without provoking Opportunity Attack.
Extra Attack.
You can attack 3 times instead of once whenever you take the Attack Action on your turn.
Tactical Shift.
Whenever you activate your Second Wind with a Bonus Acton, you can move up to half your speed without provoking Opportunity Attack.
Tactical Master.
Whenever you attack with a weapon whose mastery property you can use, you can replace that property with the push, Sap, or slow property for that attack.
Indomitable.
If you fail a saving throw, you can reroll it with a +17 bonus. You must use the new roll.
You can use this feature 3 times per Long rest.
Studied Attacks.
If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your turn.
Riposte Parry.
Riposte Parry is a masterful defensive technique honed by elite fighters, allowing them to turn the tide of battle in their favor. When an enemy strikes with a melee attack that surpasses your Armor Class (AC) but falls within 6 points above it, you can choose to use your reaction to counter their assault.
To activate Riposte Parry, you engage in a contested Strength check against the attacking foe. If you succeed, the enemy's attack is deftly deflected, nullifying their strike. In the same fluid motion, you exploit the opening and gain an immediate attack action against the enemy, turning their aggression into an opportunity.
This ability requires sharp reflexes, impeccable timing, and the strength to overpower opponents in close quarters. Riposte Parry embodies the essence of skilled melee combat, where defense seamlessly transitions into a counterattack.
Turtle Master.
Embrace the ancient wisdom and resilience of the great turtle with the Turtle Master feat. Once per long rest, you can call upon this primal power, choosing the duration of your Turtle Mode—be it a fleeting minute or a steadfast several hours. With a deliberate action, you activate Turtle Mode, feeling the mystical shell encompass you, fortifying your defenses to extraordinary levels. Your movement becomes methodical and deliberate, halving your speed, but in return, your total Armor Class (AC) is doubled, turning you into an impenetrable bastion on the battlefield. The Turtle Master feat is not just a reflection of endurance, but a testament to the strategic prowess and unyielding spirit of its wielder. In this mode your AC can surpass 25.
Muti attack. Ernesh can make three melee attacks, and two Ranged attacks.
Wizard Slayer. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: (1d8 + 5) Slashing damage.
Extra 3d8 + 40 slashing damage to any Wizard or Wizard Multiclass.
Reflective Carapace: Anytime the user is targeted by magic missile spell, a line spell, or a spell that requires ranged attack roll, roll a d6. 1 through 5 the user is unaffected. On a 6 the user is unaffected, and the effect back at the caster, as though it originated from the user, turning the caster into the target.
Sap. If you hit a creature with a longsword, that creature has disadvantage on its next attack roll before the start of your next turn.
Fighter Slayer. Ranged Weapon Attack: +8 to hit, range 25/25+ ft., at disadvantage 1 target. Hit: 1d10+2 piercing damage.
Extra 3d6 + 35 piercing damage to any fighter or fighter multiclass.
After a successful attack roll, roll a d20 (DC 15), if succeeded, you regain an action. This can be repeated.
Once at the end of your turn, roll d20 (DC 10) if you fail, your pistol jams, requires a bonus action to unjam.
This pistol holds 7 rounds. Requiring a bonus action to reload.
Vex. If you hit a creature with a Pistol and Deal damage to, you have Advantage on your next attack roll against that creature before the end pf your next turn.
Unarmed Strike. Melee weapon attack: +11 to hit, reach 5 ft., 1 target, Hit: 6 bludgeoning damage
Turtle Mode Activation. Once you activate Turtle mode, your speed is halved, and your total AC is doubled.
Unjam. You can unjam your pistol.
Reload. You can reload your pistol.
Second Wind. As a Bonus Action, you can draw upon a limited well of physical and mental stamina and regain 1d10+17 HP.
You can use this 4 times per Long Rest and can Regain one Expended use when you finish a Short Rest.
Tactical Shift. Whenever you activate your Second Wind with a Bonus Acton, you can move up to half your speed without provoking Opportunity Attack.
Opportunity Attack.
Stone's Endurance. As a reaction, reduce dealt to you by 1d12 +3 once per short rest.
Riposte Parry. Riposte Parry is a masterful defensive technique honed by elite fighters, allowing them to turn the tide of battle in their favor. When an enemy strikes with a melee attack that surpasses your Armor Class (AC) but falls within 6 points above it, you can choose to use your reaction to counter their assault.
To activate Riposte Parry, you engage in a contested Strength check against the attacking foe. If you succeed, the enemy's attack is deftly deflected, nullifying their strike. In the same fluid motion, you exploit the opening and gain an immediate attack action against the enemy, turning their aggression into an opportunity.
Description
In the realm of Fay Works, where the clash of steel and the roar of dragons filled the air, one figure emerged as both a titan and a terror Ernesh Blamore. Towering like a mountain, this goliath commanded respect and fear, not merely due to his imposing stature but also for his unmatched prowess in the art of warfare. A man of few words, Ernesh was known for his cold demeanor, his icy blue eyes piercing through the chaos of battle with a precision that left no room for error.
His reputation was forged on the battlefield, where he often preferred to operate alone, striking swift and decisive blows against his enemies. Though he held the command of a full division, he rarely called upon them, choosing instead to engage the enemy himself. This solitary approach not only showcased his confidence but also instilled dread in the hearts of those who dared to oppose him. They knew that when Ernesh arrived, chaos would follow.
Equipped with his legendary longsword, "Wizard Slayer," crafted by the renowned blacksmith Jock Longherat, Ernesh wielded a weapon that was as much a symbol of his might as it was a tool of destruction. The blade shimmered with an otherworldly light, rumored to be imbued with magic that could cleave through the strongest of defenses. Alongside this formidable sword, he carried a fearsome pistol, aptly named "Fighter Slayer." Together, they formed an arsenal that struck terror into the hearts of his foes, for they knew that to face Ernesh was to face inevitable doom.
One of the defining moments of his illustrious career came during the siege of Frostfire Keep. As the fierce battle raged, Ernesh plunged into the fray, a whirlwind of death and destruction. With unmatched skill, he cut down over thirty men and vanquished three dragons, all without the aid of his division. His precise strikes and innovative tactics—reminiscent of shock and awe and Blitzkrieg left his enemies reeling, unable to comprehend the ferocity of his attacks. The battlefield became his canvas, and he painted a portrait of victory with the blood of his adversaries.
Despite his reputation as a ruthless warrior, Ernesh was not merely a brute force; he was a strategic genius. Always seeking the upper hand, he relished the opportunity to devise new tactics, experimenting with unconventional approaches that constantly kept his enemies guessing. His cold, analytical mind was always at work, calculating probabilities and assessing risks, ensuring that he remained one step ahead in the deadly game of war.
As a level 17 fighter, Brigadier General Ernesh Blamore was not just a soldier; he was a legend in the making. His presence on the battlefield was a harbinger of doom, a testament to the fearsome power that lay within his massive frame. With each victory, his name became synonymous with terror and respect, echoing through the halls of history as a warrior who not only fought but dominated.
In a world filled with chaos and uncertainty, Ernesh stood as a beacon of strength and strategy, a figure who would forever be remembered as one of the greatest generals to ever wield a sword.
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