Great Weapon Fighting. If Takeshi rolls a 1 or a 2 on a damage die, he can reroll the die and must use the new number, even if it is a 1 or a 2.
Action Surge. Once per long rest, Takeshi can take two actions instead of one.
Rapid Strike. Once per turn, Takeshi has advantage on an attack roll. He can choose to not use the advantage and instead make another attack instead.
Favors The New. Takeshi is vulnerable to piercing, slashing, and bludgeoning attacks from nonmagical weapons.
Multiattack. Takeshi makes three katana attacks.
Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., two targets. Hit: 12 (2d6 + 5) slashing damage.
Parry. Takeshi adds 5 to his AC against one melee attack that would hit. To do so, Takeshi must see the attacker and be holding a melee weapon.
Previous Versions
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6/30/2020 2:02:29 AM
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20
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0
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Coming Soon
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