| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | +3 |
| DEX | 22 | +6 | +10 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +7 |
| WIS | 12 | +1 | +5 |
| CHA | 18 | +4 | +8 |
Blur. You are immune to the restrained and grappled condition, and opportunity attacks against you have disadvantage. Reactions cannot reduce your movement speed.
Charm. build a stack of charm every time you hit an attack or successfully save against a dexterity saving throw caused by an opponent. You cannot have more than 6 charms points.
At the beginning of your turn, you may expect 6 charm charges to enter a state of perfection. While in this state, you are resistant to all damage, can make 6 attacks instead of 2 (up to 7 with the bonus), and your move speed is increased to 75 ft. This effect ends at the beginning of your next turn.
Multiattack. makes two rapier attacks. If both attacks hit one target, you may make a third attack against another target.
Rapier. +8 to hit 3d6+1 magical piercing damage. You may expend one charm point to turn a normal hit into a critical hit.
Fist. Once per turn, you may forgo one attack to instead brawl your opponent. +8 to hit, if this attack lands, the target is affected as if under the effect of slow until the end of your next turn.
Parry. Once per turn, you may forgo one attack to refocus your defensive stance. Until the start of your next turn, your armor class increases +3.
Backflip. As a reaction to being the target of an attack or spell, you may expend one charm point/charge. The creature targeting you must make a wisdom saving throw (dc 16), or the attack or spell misses and has no effect. You may forgo the saving throw and instead have the spell or attack target an allied creature within 10 ft of you.
Just too good. Whenever you fail a saving throw, you may expend 3 charm points to succeed instead.
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