Extra Attack. Freke can attack twice, instead of once, whenever he takes the Attack action on his turn.
Improved Critical. Freke's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Spellcasting. Freke is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Freke has the following healer spells prepared:
Cantrips (At Will): druidcraft, light, spare the dying, word of radiance
1st level (3 slots): cure wounds, detect evil and good, shield of faith
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Silvered Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+2 piercing damage.
Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Second Wind (1/Rest). Freke can use a bonus action to regain hit points equal to 1d10 + 6.
Defender. Freke can use his reaction to impose disadvantage on the attack roll of a creature within 5 feet of him whose target isn't Freke, provided he can see the attacker.
Description
Freke is strong and wise. He misses his father-figure, but sees that leaving was for the best.
In the past year, Freke has been training his skills to fight the monsters of Barovia. He has grown more self assured, and his new mentors have made sure he is well prepared for many threats.
Freke wears studded leather armor sized down and embossed with raven iconography by Kireth, and the platinum holy symbol of the Morninglord from Vladimir Horngaard. On his back is the crossbow given by Victor, and a javelin from long-lost Rognor. There is more confidence in his step now.
Previous Versions
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2/4/2026 5:11:30 AM
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Coming Soon
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