AC 18 (breastplate, heavy shield)
HP 153 (34d8; bloodied 76)
Speed 30 ft.
Proficiency +4; Maneuver DC 15
Saving Throws Dex +7, Int +7
Skills Deception +6 (1d8), History +7, Insight +8 (1d8), Investigation +7 (1d8), Perception +7, Persuasion +6 (1d8); gaming set, thieves' tools
Senses passive Perception 17
Languages Greek and any two other languages
Action Surge (1/ short rest ). Once on his turn, Odysseus can take an additional action on top of his regular action and a possible bonus action.
Evasion. When Odysseus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Fast Learner. After Odysseus has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).
Indomitable (1/ long rest ). Odysseus can reroll a saving throw that he fails but must use the new roll.
Maneuver Master (5d10/
short rest
). Odysseus can expend a maneuver dice to perform a single maneuver with an attack.
◆ Command. Odysseus uses his bonus action to forgo one of his attacks and direct a friendly creature who can see or hear him. The creature uses its reaction and makes a weapon attack, dealing 1d10 extra weapon damage on a successful hit.
◆ Disarm. A creature Odysseus has hit with an attack takes 1d10 additional damage and makes a DC 15 Strength
saving throw
or drops one held item of his choice.
◆ Inspire. Odysseus uses a bonus action and chooses an ally able to see and hear him. That ally gains 1d10+2 temporary hit points.
◆ Maneuver. On a successful hit with a weapon attack, Odysseus deals 1d10 extra damage and chooses a friendly creature that can see and hear him. That creature can move half its speed by using its reaction. This movement does not provoke
opportunity attacks
from the target of Odysseus’ attack.
◆ Trip. Odysseus deals 1d10 additional damage and if the target is a creature of Large size or smaller, it makes a DC 15 Strength
saving throw
or is knocked
prone
.
Sneak Attack (1/turn). Odysseus deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll , or when the target is within 5 feet of an ally of Odysseus that isn’t incapacitated and Odysseus doesn’t have disadvantage on the attack roll.
Tactician. Odysseus is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Odysseus and is within 30 feet of him.
Tactician’s Insight. After Odysseus has observed or interacted with a creature for 1 minute, he learns whether or not it has higher or lower Intelligence, Wisdom, or Charisma scores than him. In addition, he learns if the target has more or fewer class levels than him. Odysseus also knows when he and the target have equal scores in one of these categories.
SPECIAL TRAITS
Brilliant. Odysseus always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.
Diplomatic. Odysseus can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as Odysseus remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. Odysseus automatically fails on the check if he or his companions are fighting the target.
Superb Aim. Odysseus ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Odysseus makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.
ACTIONS
Extra Attack. Odysseus attacks three times when he takes the Attack action.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.
BONUS ACTIONS
Cunning Action (1/turn). Odysseus can use a bonus action to take the Dash, Disengage, Help, or Hide action.
Second Wind (1/ short rest ). On his turn, Odysseus can use a bonus action to regain 1d10+11 hit points.
A Greek strategist and warrior, Odysseus is best know for his role in the Trojan War as recounted in The Illiad and his long, perilous journey back home known as The Odyssey. If you find yourself saying, “that word looks familiar…” that’s what I’m talking about with Odysseus’ lasting popularity—the whole reason we have a word for “a long series of adventures filled with hardship” is this man.
Odysseus was a warrior, but more importantly he was wise and cunning. He was not keen to join the Trojan War, and tried to escape it by feigning madness. This didn’t work, and so he found himself recruited as a crucial general in the conflict. It was Odysseus who recruited Achilles , and it was he who thought up the famous Trojan Horse, the strategem which ultimately won the war.
When the war ended, Odyssesus set sail for home, a journey which would ultimately take him ten years. This voyage involved him escaping the land of the Lotus-Eaters, blinding Poseidon’s son Polyphemus the Cyclops, rescuing his companions from Circe the enchantress, visiting the underworld to talk with Agamemnon, and encountering the sirens and Calypso the nymph.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.