Action Surge (1/Day). You can take one additional action on your turn.
Indomitable (1/Day). You can reroll a saving throw that you fail - you must use the new roll.
Superiority Actions (1/Round).
Lunging Attack. When you make a melee weapon attack on your turn, you can add 5 (1d10) to the damage roll and increase your reach for that attack by 5 feet.
Menacing Attack. When you hit with a weapon attack, you can add 5 (1d10) to the damage roll and the target must make a WIS saving throw (DC 16). On failure, it is frightened of you until the end of your next turn.
Trip Attack. When you hit with a weapon attack, you can add 5 (1d10) to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 16). On failure, you knock the target prone.
Multiattack. Zenith's attack action allows him two attacks with his battleaxe per turn.
+1 Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands.
Bonus Actions
Great Weapon Master Attack. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.
Second Wind (1/Day). You can use a bonus action to regain 15 (1d10 + 10) HP.
Riposte (2/Day). When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against it and add 5 (1d10) to the attack’s damage roll on hit).
Description
Equipment
Amulet of health
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/1/2020 4:27:33 PM
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15
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0
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1
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Coming Soon
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Posted Jul 1, 2020Changelog for Version 2