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Hero of Wintergate

Jan Mayen, Hero of Wintergate

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Medium Humanoid (Human), Neutral


Armor Class 21; Initiative +2 (12)
Hit Points 92 (8d10 + 40)
Speed 30 feet


STR DEX CON INT WIS CHA
18 14 16 10 12 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+3 +7 +0 +2 +3 +6 +0 +0 +0 +1 +0 -1

Skills Animal Handing +4, Athletics +7, Intimidation +2, Perception +4, Survival +4; Playing Card Set
Gear Rapier, Shield, Plate Armor, Traveler’s Clothes
Senses Passive Perception 14
Languages Common, Dwarvish, Orc
Challenge 5 (1,850 XP; Proficiency Bonus +3)


TRAITS

Enhanced Critical. When Jan scores a Critical Hit that deals Piercing damage to a creature, he can roll one additional damage die when determining the extra Piercing damage the target takes.

Improved Critical. Jan’s attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a d20 roll of 19 and 20.

Puncture. Once per turn, when Jan hits a creature with an attack that deals Piercing damage, he can reroll one of the attack’s damage dice, and Jan must use the new roll.

Remarkable Athlete. Jan has Advantage on Initiative and Strength (Athletic) checks. Immediately after he score a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

Tactical Mind. When Jan fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he rolls 1d10 and adds the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.


ACTIONS

Action Surge. On his turn, Jan can take one additional action, except the Magic action. Once he uses this feature, he can’t do so again until he finishes a Short or Long Rest.

Extra Attack. Jan can attack twice instead of once whenever he takes the Attack action on his turn.

Shield Bash. If Jan attacks a creature within 5 feet of him as part of the Attack action with a Melee weapon, Jan can immediately bash the target with his Shield if it’s equipped. The target must make a Strength saving throw (DC 15). On a failed save, Jan either pushes the target 5 feet from himself or cause it to be Prone (Jan’s choice). He can use this once per turn.

Rapier. Melee Attack Roll: +7, reach 5 feet. Hit: 10 (1d8 + 6) Piercing damage. Vex: If Jan hits a creature with a Rapier and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Jan’s next turn.

Dart. Ranged Attack Roll: +7, range 20/60 feet. Hit: 6 (1d4 + 4) Piercing damage. Vex: If Jan hits a creature with a Dart and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Jan’s next turn.


BONUS ACTIONS

Second Wind. Jan can regain 13 Hit Points (1d10 + 8). He can use this 3 times per Long Rest, and can regain one expended use when he finishes a Short Rest.

Tactical Shift. Whenever Jan activates his Second Wind, he can move up to half his Speed without provoking Opportunity Attacks.


REACTION

Interpose Shield. If Jan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he can take no damage if he succeeds on the saving throw and is holding a Shield.

Parry. If Jan is holding a Finesse weapon and another creature hits him with a melee attack, he can take a Reaction to add 3 to his AC, potentially causing the attack to miss. He gain this bonus to his AC against melee attacks until the start of his next turn.

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