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Count Peter Selmy
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==Spells and Features and Feats== *Fighting Style: Dueling - +2 damage when using a one-handed weapon. *Second Wind: once per encounter regain 1d10+level in HP. Recover at short or long rest. *Action Surge (2 uses). Gain another Action. Regain at short or long rest. *Indomitable. (3 uses). Refill one saving throw if failed. Regain at long rest. *Extra Attack x3 *Combat Maneuvers **Superiority Die: 6 d12s **DC to resist is 19 (8+proficiency+STR mod) **Maneuvers ***Precision Attack ****Spend one die before or after attack roll, add die result to attack to see if it hits or not. ***Riposte ****Reaction to enemy's missed melee attack ****Spend die after enemy misses, and add die to damage roll if I hit ***Disarming Attack ****When hit an enemy creature with an attack, can expend a die. Add die to damage. ****Enemy must save versus Strength. If they fail the saving throw, then they drop an item of my choosing. ***Menacing Attack ****Hit creature, then expend die. Add die to damage. ****Enemy makes Wisdom save. Failed save makes enemy Frightened until my next turn. ****Frightened means Disadvantage on ability checks and attack rolls as well as cannot move closer to source. ***Goading Attack ****Hit creature, then expend die. Add die to damage. ****Enemy makes Wisdom save. Failed save gives enemy disadvantage on attack against anyone besides me. ***Trip Attack ****Hit creature. Expend die. Add die to damage. ****If creature is Large or smaller, then creature makes Strength saving roll. Failure means creature is knocked prone. ***Maneuvering Strike ****Hit creature. Expend die. Add die to damage. ****Choose friendly creature. Friendly can move up to half of its movement without Opportunity Attacks from target creature. ***Feinting Attack ****expend on die ****use bonus action to feint ****gain advantage on next attack against this creature ****add superiority die to damage roll ***Distracting Strike ****hit creature, expend one die ****add die to damage ****next attack by someone other than me has advantage **Relentless: if no superiority die when rolling initiative, then regain one die *Shield Master **If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. **If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. **If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. *Mounted Combatant **Advantage on attacks against enemies smaller than mount **Can redirect attacks to self rather than on mount **If mount saves on Dex saving throw, no damage. If it fails, half damage. *Resilient DEX **Proficient in DEX saves *Savage Attacker **reroll damage for one attack per turn *Alertness **+5 initiative **never surprised **hidden enemies do not have advantage *Know Your Enemy **Spend a minute out of combat observing or interacting with another. **DM tells you if creature is equal, inferior, or superior in regard to two of the following characterics of your choice: ***Strength score ***Dexterity score ***Constitution score ***Armor Class ***Current hits points ***Total class levels (if any) ***Fighter class levels (if any) *ASIs **4th level: STR **6th level: STR **8th level: Mounted Combatant **12th level: Resilient Dex **16th level: Savage Attacker **19th level: Alertness
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