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Saltbaron

Gunther
unt
G un t h er
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 Dash, Disengage, or Hide as a bonus action
damage roll) to give your ally an opening to move into a better position. One allied creature gets to move
up to half its speed as a reaction without provoking opportunity attacks. S e c o n d W i n d
On your turn, you can use a bonus action to regain 1d10+5 hit points.
S n e a k A t t a c k
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or a ranged weapon. S t e a d y A i m
As a bonus action, you give yourself advantage on your next attack roll on
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that the current turn. Only if you haven’t moved and your speed is 0 until the end
enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. of the current turn.

F i r e R u n e H e l p - M a s t e r o f T a c t i c s
When you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery
You can use the Help action as a bonus action. Additionally, when you use
shackles: the target takes an extra 2d6 fire damage, and it must succeed on a DC 15 Strength saving
the Help action to aid an ally in attacking a creature, the target of that
throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage
attack can be within 30 feet of you, rather than within 5 feet of you, if the
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. target can see or hear you.

C l o u d R u n e G i a n t s M i g h t
When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction As a bonus action, you magically gain the following benefits, which last for
to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The 1 minute:
chosen creature becomes the target of the attack, using the same roll. This magic can transfer the t If you are smaller than Large, you become Large
attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until t You have advantage on Strength checks and Strength saving throws.
you finish a short or long rest.
t Once on each of your turns, one of your attacks with a weapon or an
unarmed strike can deal an extra 1d6 damage to a target on a hit.
A c t i o n S u r g e
Take one additional action.
Animal Handling +5
Str Attack +9 Athletics +13 Insight +5 Deception -1
Dex Attack +5 Acrobatics +1 Medicine +1 Intimidation -1
DC
RUNe Save DC 15 Sleight of Hand +1 Perception +5 Performance -1
Stealth +9 Survival +5 Persuasion -1

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