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Aiden

Medium Glameow, Chaotic Good

Armor Class 13 (16 with Mage Armor)
Hit Points 32hp
Speed: 40 ft

STR

14
( +2 )

DEX

18
( +4 )

CON

12
( +1 )

INT

9
( -1 )

WIS

14
( +2 )

CHA

14
( +2 )

Saving Throws Strength +4, Constitution +3
Skills Perception +5, Acrobatics +6, Sleight of Hand +6, Stealth +6, Athletics +4
Woodcarvers Tools Proficiency
Condition Immunities Blinded
Senses Passive Perception 15, Darkvision 60 ft.
Proficiency Bonus +2

Description

Inventory: Shortsword, Longsword, Greataxe, Shortbow, 6 arrows, 8 GP


Common Spirit. As a normal type, you have a closer connection to your personal capabilities. You get a +1 to all of your ability scores.
Sharp Claws. As a feline, you have claws that can be used as a weapon. You can use your claws to swipe at your enemies as an unarmed attack, dealing 1d6 + dex damage.
Cat's Grace. As a feline, you are especially good at being light on your feet. You gain a +2 to your dexterity score and have resistance to damage from falling.
Keen Sight. As a feline, you have an excellent sense of sight that cannot be inhibited. You have 60 feet of darkvision, proficiency in perception, and you are immune to being blinded. Along with this, you have advantage on perception rolls that require sight.
Glamor. As a glameow, you are able to utilize your glamorous self to gain favor from others. You are able to cast charm person at 1st level with a DC equal to 8 + your proficiency bonus + your wisdom modifier. You also are able to use the friends cantrip freely.
City Secrets.
Mobile. You are exceptionally speedy and agile. Your movement increases by 10, opportunity attacks are not provoked if you make a melee attack on that turn, and if you take the dash action then difficult terrain does not cost you extra movement.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Defensive Duelist. You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack.
Superiority Dice. 4 Superiority Dice, Regained on short or long rest. The dice are d8's.
Saving Throw. 8 + proficiency bonus + dexterity modifier.
Bait and Switch Maneuver. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Riposte Maneuver. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Evasive Footwork Maneuver. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Woodcarver's Tools Proficiency. Yeah.

Actions

                                   

ClawsData
To Hit +6
Damage 1d6+4
Type Melee Weapon (Unarmed)
                                                     
LongswordData
To Hit +4
Damage 1d8 (or 1d10) +2 slashing (+2 if dueling)
Type Melee Weapon
                                                   
ShortswordData
To Hit +6
Damage 1d6 + 4 piercing (+2 if dueling)
Type Melee Weapon


Created by

PricaSilver.

Statblock Type

NPC Sheet

Link/Embed