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- Wilhart ADELBRANDT von Seiger
- HP: 91 AC: 17 INITIATIVE: +2
- Str: 20 Save: +8 WEAPON - +2 HALBERD: 1d20 + 10, 1d12 + 7, 10 FT. REACH
- Dex: 14 Save: +2
- Con: 18 Save: +7
- Int: 12 Save: +1
- Wis: 14 Save: +2
- Cha: 12 Save: +2
- SKILLS: Athletics +8, Perception +5, Survival +5, Insight +5, Arcana +4, Nature +4
- LANGUAGES: Common, Orc, Celestial
- FIGHTING STYLE - TUNNEL FIGHTER: As Bonus action enter defensive stance. Until your next turn all opp attacks are for free.
- ACTION SURGE: 1/day additional standard action.
- SECOND WIND: On your turn, bonus action to regain hit points equal to 1d10 + 7. Once you use this feature, you must finish a short.
- POLE-ARM MASTERY: When you take the Attack action with only a pole-arm, bonus action to make a melee attack with the opposite end of the weapon. While you are wielding a pole-arm, other creatures provoke opp attacks from you when they enter reach.
- SENTINEL: When you hit a creature with an opp attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opp attacks from you even if they Disengage. When a creature within your combat range attacks another creature you can use your reaction to make a melee weapon attack against the attacking creature.
- MARTIAL ARCHETYPE - MONSTER(ORC) HUNTER: 5 superiority dice, D8s. You regain all expended dice after a short. You gain another superiority die at 7th level and 15th level. You can expend superiority dice to gain a number of different benefits:
- When you make a weapon attack, you can add it to the attack roll.
- When you deal damage with an attack, you can expend one die on the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
- When you make an Int, Wis, or Cha Save, you can expend one die on the roll.
- When you make a Perception check to detect a hidden creature or object, or Insight check to determine if someone is lying, you can expend one die on the roll.
- HUNTER'S MYSTICISM: Can cast Detect Magic as ritual. Can cast Protection from Evil and Good, but cannot cast it again until you finish a long rest. Wisdom is your casting ability for spells.
- MONSTER SLAYER: When you expend superiority dice for damage, you can expend up to two dice instead of just one. If the target is an aberration, a fey, a fiend, or undead, you deal MAX damage with both dice instead.
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