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Gunther Saltbaron

M a n e u v e r i n g A t t a c k C u n n i n g A c t i o n
When you hit a creature with a weapon attack, you can expend a superiority die (adding the
result to damage roll) to give your ally an opening to move into a better position. One allied This action can be used only to take the Dash, Disengage, or Hide
creature gets to move up to half its speed as a reaction without provoking opportunity attacks.

S te a dy A i m
F i re R u n e As a bonus action, you give yourself advantage on your next attack
When you hit a creature with an attack using a weapon, you can invoke the rune to summon roll on the current turn. You can use this bonus action only if you
fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a DC 14 haven’t moved during this turn, and after you use the bonus action,
Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the your speed is 0 until the end of the current turn.
target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving
throw at the end of each of its turns, banishing the shackles on a success.
H e l p - M a s te r o f T a c t ic s
S n e a k A t t a c k You can use the Help action as a bonus action. Additionally, when
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you you use the Help action to aid an ally in attacking a creature, the
have advantage on the attack roll. The attack must use a finesse or a ranged weapon. target of that attack can be within 30 feet of you, rather than within
5 feet of you, if the target can see or hear you.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it,
that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
G i a n ts M ig h t
S h o v i n g A t t a c k As a bonus action, you magically gain the following benefits, which
The target must be no more than one size larger than you and must be within your reach. You last for 1 minute:
make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity
(Acrobatics) check (the target chooses the ability to use). If you win the contest, you either t If you are smaller than Large, you become Large, along with
knock the target prone or push it 5 feet away from you. anything you are wearing. If you lack the room to become
Large, your size doesn’t change.
t You have advantage on Strength checks and Strength
saving throws.
t Once on each of your turns, one of your attacks with a
C l o u d R u n e weapon or an unarmed strike can deal an extra 1d6 damage
When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use
to a target on a hit.
your reaction to invoke the rune and choose a different creature within 30 feet of you, other
than the attacker. The chosen creature becomes the target of the attack, using the same roll.
This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke S T R A T T A C K +6
this rune, you can’t do so again until you finish a short or long rest. D E X A T T A C K +4

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