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Clementine "Clem" les Égarés in Dungeons & Dragons 5e

Homebrew

Clementine "Clem" les Égarés

Medium humanoid (tiefling), chaotic good
Armor Class:
Hit Points:
Speed: 30 ft

STR

16 +3

DEX

13 +1

CON

16 +3

INT

8 -1

WIS

12 +1

CHA

12 +1

Saving Throws: Dexterity +4
Skills:

Athletics +6, Perception +4

Damage Resistances: Fire
Senses:

Darkvision 60 ft, Passive Perception 14

Languages: Common, Abyssal
Proficiency Bonus: +3

Innate Spellcasting. Clementine's innate spellcasting ability is Charisma (spell save DC 12, +4 spell bonus). She can cast the following spells without material components:

At will: Ray of Frost

1/Day each: Armor of Agathys, Darkness


Improved Critical. Clementine's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Improved Initiative. Clementine has advantage on initiative rolls.

Martial Role - Attacker. Clementine gains a +2 bonus to all attack rolls.

Actions

Multiattack. Clementine can make two attacks with her Greataxe.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d12 + 3) slashing damage.

Bonus Actions

Cleave. When Clemintine hits a target with her Greataxe, she can make a melee attack roll against a second creature within 5 feet of the target that is also within reach. On a hit, the second creature takes 6 (1d12) slashing damage.

Usual Tactics

1st Turn - Cast Armor of Agathys on herself. Close distance on the largest threat or biggest cluster of hostiles to attempt to lock them down.

2nd Turn - Multiattack with Greataxe when in melee or use Ray of Frost when at range, bonus action Cleave when applicable. Close distance with the largest treat or biggest cluster as above.

3rd Turn & beyond - Repeat 2nd Turn. If retreat ever is necessary, cast Darkness as cover.

Suggested Environments

The Karswell Forest, Mordent


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