Steve Stonefall
Medium Human, Peacekeeper (Armistice Agency), Neutral Good
Armor Class 15
Hit Points 52
Speed:
30 ft
Saving Throws Strength, Constitution
Languages Common, Elvish
Proficiency Bonus +3
Description
A sturdy, scarred build, sand-coloured hair, and dark brown eyes. Carrying a greatsword, has a heavy crossbow slung over his back.
Ideals
Fairness. No one should get preferential treatment before the law, and no one is above the law.
Bonds
I protect those who cannot protect themselves.
Flaws
Liquor is a dear friend of mine.
Improved Critical.
Steve's weapon attacks score a critical hit on a roll of 19 or 20.
Great Weapon Fighting.
When Steve rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.
Second Wind. (Recharge Short Rest)
Steve has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + 7.
Action Surge. (Recharge Short Rest)
Steve can push himself beyond his normal limits for a moment. On his turn, he can take one additional action.
Remarkable Athlete.
Steve canadd half his proficiency bonus (round up) to any Strength, Dexterity, or Constitution check he makes that doesn't already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by a number of feet equal to his Strength modifier (+3)
Actions
Multiattack. Steve can attack twice, instead of once, whenever he takes the attack action on his turn.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400, one target. Hit: 8 1d10+3 piercing damage.