Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +10 |
DEX | 12 | +1 | +1 |
CON | 16 | +3 | +10 |
Mod | Save | ||
---|---|---|---|
INT | 8 | -1 | -1 |
WIS | 10 | +0 | +0 |
CHA | 11 | +0 | +0 |
Brawler’s Momentum.
When Dervin hits a creature with his Drum Bash, he can immediately move up to 10 feet without provoking opportunity attacks.
Thunder Stomp (1/Turn).
If Dervin moves at least 10 feet straight toward a creature and then hits it with Drum Bash, the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Drum Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) bludgeoning damage.
If the target is surprised or stunned, it must make a DC 13 Constitution saving throw or be deafened for 1 minute.
Thundering Beat (Recharge 4–6).
Dervin slams his war drum in a booming pulse. All hostile creatures within 10 feet must make a DC 14 Wisdom saving throw, or be frightened until the end of their next turn. On a success, they are immune to this effect for 24 hours.
I like this.
I give it 5 BIG booms.
I NEED LORE RIGHT NOW