Multiattack: King Roman makes three attacks with his Royal Scepter.
Royal Scepter: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (1d10 + 6) slashing damage or (2d6 + 6) bludgeoning damage depending on the mode of attack.
Commander’s Strike (3/Day): When King Roman takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct one of his allies to strike. That creature can immediately use its reaction to make one weapon attack, adding King Roman’s damage bonus to the attack's damage roll.
Sweeping Attack (Recharge 5–6): King Roman swings his scepter in a wide arc, targeting all creatures within 10 feet of him. Each target must make a DC 18 Dexterity saving throw, taking 27 (4d10 + 6) slashing damage on a failed save, or half as much on a successful one.
Menacing Strike: King Roman can expend a superiority die to attempt to frighten a target. On a hit, the target must make a DC 18 Wisdom saving throw or be frightened until the end of King Roman’s next turn.
Tactical Genius: As a Battle Master, King Roman can use his bonus action to analyze the battlefield. When he does so, he gains advantage on all attack rolls until the start of his next turn.
Parry: King Roman adds +4 to his AC against one melee attack that would hit him. To do so, King Roman must see the attacker and be wielding a melee weapon.
King Roman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. King Roman regains spent legendary actions at the start of his turn.
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