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PureChance

PureChance

spacer.pngWandile Dandala

Bugbear Echo Knight 


AC: 15 (Chain Shirt) | HP: 31/31 () | HD: 3/3 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 13, Insight 11, Investigation 11. Darkvision 60ft.
Str: 18 (+4) | Dex: 14 (+2) | Con: 17 (+3) | Int: 12 (+1) | Wis: 12 (+1) | Cha: 12 (+1)
Languages: Common, Undercommon,


 

Maryl was definitely proving better competition than the drow recruits, as he'd expect for the champion. Gritting his teeth, his fangs jutted further and his eyes narrowed as he concentrated on driving the woman's arm to the table. Beneath wiry hair, light brown shot with grey, his biceps bulged. "Just... hitting... my... stride!" he managed to growl out.

 

OOC

Action: Athletics 3 Bardic Inspiration held in reserve.

Bonus Action: —

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Maul . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage.

Flail . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage.

Javelin [4] . Thrown/Melee Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.

 

 

Bonus Actions:

Manifest Echo . magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Echo Swap . You teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

Second Wind . 1/1 (Short Rest) Regain hit points equal to 1d10 + your fighter level.

 

Reactions:

 

 

Class Features:

Action Surge . 1/1 (Short Rest) You can take one additional action.

Unleash Incarnation . 3/3 (Long Rest) When you take the Attack action, you can make one additional melee attack from the echo's position.

 

PureChance

PureChance

spacer.pngWandile Dandala

Bugbear Echo Knight 


AC: 15 (Chain Shirt) | HP: 31/31 () | HD: 3/3 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 13, Insight 11, Investigation 11. Darkvision 60ft.
Str: 18 (+4) | Dex: 14 (+2) | Con: 17 (+3) | Int: 12 (+1) | Wis: 12 (+1) | Cha: 12 (+1)
Languages: Common, Undercommon,


 

Maryl was definitely proving better competition than the drow recruits, as he'd expect for the champion. Gritting his teeth, his fangs just further out and his eyes narrow as he concentrates on driving the woman's arm to the table. Beneath wiry hair, light brown shot with grey, his biceps bulge.

 

OOC

Action: Athletics 3

Bonus Action: —

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Maul . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage.

Flail . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage.

Javelin [4] . Thrown/Melee Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.

 

 

Bonus Actions:

Manifest Echo . magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Echo Swap . You teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

Second Wind . 1/1 (Short Rest) Regain hit points equal to 1d10 + your fighter level.

 

Reactions:

 

 

Class Features:

Action Surge . 1/1 (Short Rest) You can take one additional action.

Unleash Incarnation . 3/3 (Long Rest) When you take the Attack action, you can make one additional melee attack from the echo's position.

 

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