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Jan Mayen

Jan Mayen

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Medium Humanoid (Human), Neutral


Armor Class 21; Initiative +1 (11)
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 you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.

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

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

Remarkable Athlete. You have Advantage on Initiative and Strength (Athletic) checks. Immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Tactical Mind. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add 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 your turn, you can take one additional action, except the Magic action. Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

Rapier. Melee Attack Roll: +7, reach 5 feet. Hit: 10 (1d8 + 6) Piercing damage. Vex: If you hit a creature with a Rapier and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

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


BONUS ACTIONS

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

Tactical Shift. Whenever you activate your Second Wind, you can move up to half your Speed without provoking Opportunity Attacks.


REACTION

Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take no damage if you succeed on the saving throw and are holding a Shield.

Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add 3 to your AC, potentially causing the attack to miss. You gain this bonus to your AC against melee attacks until the start of your next turn.

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