Sergeant's Instinct (Custom)
Years on Silvercourt's wall taught Sable to read ambush signs. Once per Long Rest, she can treat a failed Initiative roll as a 10 + her Wisdom modifier (or swap her initiative with an ally, per Alert).
Years on Silvercourt's wall taught Sable to read ambush signs. Once per Long Rest, she can treat a failed Initiative roll as a 10 + her Wisdom modifier (or swap her initiative with an ally, per Alert).
When a creature you can see attacks a target other than you within 5 feet of you, you can impose disadvantage on the attack roll using your shield.
Regain 1d10 + 10 hit points. Can also use as a Tactical Mind bonus: add 1d10 to an ability check before the roll is revealed.
Knows 7 maneuvers (see Maneuvers). Dice are d10s; some maneuvers can be used as reactions or bonus actions.
You can expend a use of Second Wind (no healing) to add 1d10 to an ability check you or an ally makes.
When you use Second Wind, you can move up to half your speed without provoking opportunity attacks.
Learn the target's Strength, Dexterity, Constitution, and Armor Class by studying it.
Gain proficiency in one skill of choice (Perception) or one tool of choice.
Once per turn, roll your melee weapon damage twice and use either total.
Your Hit Point maximum increases by 2 per level (20 HP at level 10).
Attack twice instead of once when taking the Attack action.
Reroll a failed saving throw and use the new result.
Take one additional action on your turn.
+1 bonus to AC while wearing armor.
Behind the character
Before the adventure
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