Major Ishikawa - Stat Block
Major Ishikawa CR: 4
STR
14 +2
DEX
20 +5
CON
14 +2
INT
12 +1
WIS
14 +2
CHA
14 +2
CHA, +6 to hit, DC 14
Mounted Combatant - You have advantage on melee attack rolls against any unmounted creature smaller than your mount. Akaikaze has 80 movement and 50 HP Sharpshooter - 19 and 20 both count as critical hits Inspiring Leader - You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains 12 temporary hit points. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest Inspiring Words - You can spend your bonus action to allow 2 allies who can hear you to expend 5 hit dice. That ally also gains 12 temporary hit points, +2 AC, and get advantage and +2 on all saving throws until the your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. You have 2 uses of Inspiring Words before taking a rest Commanding Mark - Your allies hear your words of command, and they will attack wherever you think there is weakness. You can spend a bonus action to verbally speak or signal an order to an ally to attack a target of your choice, any ally that chooses to attack the target gains an advantage in doing so. You can change the target of your mark by simply spending a bonus action to mark another target, however, you can mark only one target at a time
Actions
Multiattack - make 2 weapon attacks and one spell or ability Action Surge - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Commander - When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action. A friendly creature can immediately use its reaction to make one weapon attack, adding 1d10 to the attack's damage roll Officer’s Katana - +8 to hit, 2D6+4 slashing, melee Large Revolver - +10 to hit, 1D10+4 piercing, 80/320 Type 99 Sniper Rifle - +13 to hit, 1d10+5 piercing, 600 range Type 99 Nambu - 3d8 piercing, 100ft straight line, DC 18 dex save Frag Grenades (4) - 4d4 piercing, 10ft radius, 30ft, DC 18 dex save, 4d8 and 15ft radius if used all at once Type 4 Rocket Launcher (4) - 6d6 bludgeoning, 10ft radius, 100ft, DC 18 dex save
Reactions
Leading from the Front - When an ally is targeted, you can use your reaction to change the target to yourself. If the attack hits, you gain +2 AC against that attack
Heroic Resolve (3)
- You can use this twice then you must complete a short or a long rest before you can use it again Anti-Exhaustion - When an ally that can see and hear would suffer a level of exhaustion, you can spend your reaction to delay your ally from suffering that level of exhaustion for 1 hour Anti-Fear - When an ally fails a saving throw against being frightened, you can spend your reaction so that ally can reroll that saving throw. All allies have advantage on saving throws against the frightened condition for 1 minute Anti-Charm - When an ally fails a saving throw against being charmed, you can spend your reaction so that ally can reroll that saving throw. All allies have advantage on saving throws against the charmed condition for 1 minute Anti-Death - When ally within 5 feet of you fails a death saving throw, you can spend your reaction to allow that ally to reroll that saving throw. For up to 1 minute, that ally has advantage on death saving throws as long as you remain within 5 feet of him or herRemove these ads. Join the Worldbuilders Guild
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