Flight. 50ft fly speed.
Feathered. Resistance to cold.
Swift Striking. With your most trained weapon, you can divide your to hit among any number of targets, rounded down, to gain more attacks per action.
Multi-turn use. Can either attack twice or use two bonus actions.
Hooked Glaive. Melee Weapon Attack: reach 20 ft. +13 to hit/ # targets. Hit: 28 (5d6 + 13) Slashing damage. Target makes a Con save (DC: 16) and takes 3d6 bleed damage for three turns on a failure
Lacerating Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 40 (6d12 + 4) Slashing Damage. Target makes a Con save (DC: 16) and takes 3d6 bleed damage for three turns on a failure
Quick Succession. Make extra attacks as a bonus action, but for every attack past the first, add another layer of disadvantage to all extra attacks.
Blindsided. While in a bind, make a Dex check to your opponent's Passive Perception. On a success, you hit your opponent with the blunt end of your polearm (2d6 Bludgeoning Damage) and take your reaction as well to disengage. On a failure, No damage and roll again with your reaction to disengage.
Flinch. While in a bind, make a Deception check to your opponent's Passive Dex (10 + Dex Modifier) to fake out your opponent and give you advantage on your next attack.
Desperate Attacks(8/day). When health is below half, use a bonus action to skip damage roll and take the highest damage possible.
Hard Counter. While holding a mele weapon, as a reaction to being attacked with a mele weapon, make a Dex save to lock your attacker in a bind, if they break said bind without disengaging, you get two hits off them. When you bind, you do not take damage, but failing doubles damage taken.
Soft Counter. While holding a polearm, as a reaction to ranged attacks, you can make a Dex check (DC: 21) to deflect the projectile. You can deflect projectiles up to your proficiency bonus per reaction, however, after the first, each check has disadvantage. The projectiles you can deflect must be aimed within or passing through 25 feet around you.
Lever Hurl. As a result of an attempted grapple or grabbed weapon, you can use your polearm to make a strength save and throw your attacker up to 60 ft away. the thrown attacker must make a Dex Save(DC: 30) upon hitting the ground or take half their weight in damage.
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