An experienced warrior with cruel, serious eyes. His enchanted armor and guiding ring keep him protected.
Great Weapon Fighting: Can reroll 1 or 2 on damage dice.
Second Wind: Bonus Action to recover 1d10+8 HP
Combat Maneuvers: Has 5 Superiority Dice (d8), Saving DC15
Polearm Master: When wielding Glaive, can use BA to attack with the haft (+8, 1d4+4 Bld). When creature enters attack range, make opportunity attack.
Action Surge: Take an extra action
Marosir Glaive: Concentration saves are made at disadvantage when hit by this weapon.
Multiattack: Makes two weapon attacks
Glaive: 10', +8 to hit
- Hit: 1d10+5 Slashing
Longsword: 5', +7 to hit
- Hit: 1d10+4 Slashing
-Trip Attack: When hitting with attack, use die to add its result to damage. Target must succeed a STR or fall prone.
-Feinting Attack: Expend one die & a BA, have advantage on next attack and add die's result to damage.
-Precision Attack: Expend one die to add its effect to the attack roll
-Parry: When taking damage, roll a die and reduce damage taken by result+3