Legendary Resistance (1/Phase). If Abner fails a saving throw, he can choose to succeed instead.
Din. Abner may reroll his save with advantage if he is directed to attack a female humanoid or an unarmed opponent.
Regeneration. Abner regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
Vampire Weaknesses. Abner has the following flaws: Forbiddance; Harmed by Running Water; Stake to the Heart; and Sunlight Hypersensitivity.
Action Surge (1/Phase). Abner can take one additional action on top of his regular action and a possible bonus action.
Multiattack. Abner makes three attacks with his longsword.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Superiority Dice. Abner possesses 3d10 superiority dice. He regains expended dice at the beginning of each Phase.
Disarming Attack. When Abner hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one held item of his choice. Add the superiority die to the attack's damage roll, and the target must make a Strength saving throw (DC 17). On a failed save, it drops the object, which Abner kicks 15 feet away as a free action.
Precision Attack. When Abner makes a weapon attack roll against a creature he can expend one superiority die to add it to the roll. Abner can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Move. Once per round at the end of another creature's turn, Abner may move up to his speed without provoking opportunity attacks.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/16/2026 4:09:50 PM
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182
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13
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1.0
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Coming Soon
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