True Grit. Ash has advantage on saving throws vs being frightened.
Lady's Man. Ash has advantage on saving throws vs being charmed.
Unarmed Fighting. Ash's unarmed strikes deal 1d6 +2 bludgeoning on a hit. If he isn't wielding any weapons or a shield, the d6 becomes a d8. At the start of each of his turns, Ash can deal 1d4 bludgeoning damage to one creature grappled by him.
Lucky. Ash has inexplicable luck that seems to kick in at just the right moment. He has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. He can choose to spend one of his luck points after he rolls the die, but before the outcome is determined. Ash chooses which of the d20s is used for the attack roll, ability check, or saving throw. He can also spend one luck point when an attack roll is made against him. He rolls a d20 and then chooses whether the attack uses the attacker's roll or his. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. Ash regains his expended luck points when he finishes a long rest.
Mechanical Gauntlet. The gauntlet gives Ash a +2 bonus to his Strength and a +1 bonus to his AC.
Multi Attack. Ash makes two attacks when taking the attack action.
Boom Stick ranged weapon attack: +3 to hit, 15/45 ft, reload (2 shots), two-handed, (2d8 +1) piercing
Mechanical Gauntlet melee weapon attack: +4 to hit, 1d6 + 2/1d8 +2 bludgeoning
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