Talshannethiel ("Tal") Borthwennedeir
Hit Points
74
-
Expertise Dice to saves against being charmed, and magic can't put you to sleep.
Meditate for 4 hours rather than sleeping. While doing so, retain full passive perception. Can carry out light activity for the remaining 4 hours of a long rest.
Gain proficiency in Perception, and add Wisdom Modifier to all Initiative rolls. Cannot be surprised while still conscious.
Attack rolls ignore half cover, and an area being lightly obscured doesn't impose disadvantage. No disadvantage from making ranged attacks at long range.
Whether out of fearful devotion to the tyrant or a stalwart resistance, you refuse to be subdued. You gain an expertise die on saving throws made to resist being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep .
You are careful not to show weakness in front of others for fear of losing status. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success. Once you use this trait, you cannot do so again until you finish a short or long rest.
When you take a short rest, you can spend time in meditation to gain an additional Hit Die to expend. You can do this after you have rolled your current Hit Dice, though this feature does not allow you to exceed your maximum hit points. You can only use this feature once per long rest.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
While taking the dash action and after moving at least 20 feet, double your jump distance. You may instead spend one Exertion Point and triple your jump distance, moving the full distance even if it exceeds your remaining movement.
+10 Move Speed
Use Dex Bonus for Athletics Checks.
Reduce falling damage by 5 times your Adept Level (45) as a reaction.
Move on vertical surfaces without falling during the move. Cast Spider Climb as a bonus action at a cost of 1 exertion point, though the duration is only until your next turn.
Reroll and damage roll of 1 or 2 with a 2 handed or versatile weapon.
Attack twice when making the attack action (Adept focus feature).
Include the Greatsword and Bastard Sword as Adept weapons. (Adept focus feature).
Reaction - reduce missile damage by 1d10+Dex Mod+Adept Level (so 1d10+14). If this reduces the damage to 0, can throw the missile as a free action with range 20/60 and are considered proficient.
Reaction - reduce spell attack damage by 2d10+Dex Mod+Adept Level (so 2d10+14). If this reduces the damage to 0, can throw the missile as a free action with range 30 and are considered proficient but using Wisdom modifier rather than Dexterity.
Bonus Action. Spend 2 Exertion Points, gain Martial Arts Die (d6) + Adept Level in temporary HP.
Action - remove 1 effect causing either charm or fear.
Action - remove 1 effect of poison or disease.
Action - use 1 HD to recover 1d4 Exertion points.
After you have observed a creature in combat for at least 1 round, you can make a quip at it. Make an Intimidation check opposed by the Wisdom saving throw of a creature within 30 feet that can hear and understand you. On a failed save the creature is compelled to attack you. On its turn, the creature moves towards you and makes as many attacks against you as it can. If the creature failed its saving throw by 5 or more, it has disadvantage on these attack rolls. Additionally, you do not have to spend exertion to use Patient Defense while a creature is under this effect.
The effects of this feature end after the creature hits you with an attack, when you attack a different creature, or if the creature is unable to attack you. Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest .
Also at 3rd level, you gain proficiency in Intimidation. If you are already proficient, you gain an expertise die . In addition, you may always choose to use Wisdom when making an Intimidation check.
Beginning at 6th level, you gain proficiency with the Expert Tumble combat maneuver, do not need to spend exertion to activate it, and can benefit from its effects even if you only move half your speed. In addition, you gain proficiency in Acrobatics. If you are already proficient, you gain an expertise die .
- You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it
- Before you make an attack with a heavy weapon you are proficient with, you can choose to make the attack roll with disadvantage . If the attack hits, you deal 10 extra damage.