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Finrod Kincade

Finrod Kincade

Medium humanoid, Lawful Good

Armor Class
17
chain mail, shield, Defense fighting style
Hit Points
52
6d10 + 12
Speed
30 ft.
Challenge
4
1,100 XP
STR
DEX
CON
INT
WIS
CHA
16
MOD +3 SAVE +6
14
MOD +2 SAVE +2
14
MOD +2 SAVE +5
10
MOD +0 SAVE +0
12
MOD +1 SAVE +1
10
MOD +0 SAVE +0
Skills Athletics +6, Intimidation +3, Perception +4, Survival +4
Senses passive Perception 14
Languages Common

Action Surge (1/Short Rest). Once per short or long rest, Finrod can take one additional action on his turn, potentially making four weapon attacks total.

Combat Superiority. Finrod has four superiority dice (d8s). He can expend one to fuel a maneuver below. All dice are recovered on a short or long rest. His maneuver save DC is 14.

Student of War. Finrod can use Intelligence instead of Charisma for Intimidation checks.

Actions

Multiattack. Finrod makes two longsword attacks. He may expend a superiority die on one or more of these attacks to apply a maneuver. If he uses Action Surge, he makes two additional attacks as part of that action.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands.

Trip Attack (Maneuver). When Finrod hits a creature with a weapon attack, he can expend one superiority die to add 1d8 to the damage roll. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Sweeping Attack (Maneuver). When Finrod hits a creature with a melee weapon attack, he can expend one superiority die. A second creature within 5 feet of the original target and within Finrod's reach takes damage equal to the superiority die roll if the original attack roll would have also hit it.

Precision Attack (Maneuver). When Finrod makes a weapon attack roll, he can expend one superiority die and add the result to the roll. He can use this before or after seeing whether the attack hits.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Second Wind (1/Short Rest). Finrod regains 1d10 + 6 hit points as a bonus action. Once per short or long rest.

Reactions

Riposte (Maneuver). When a creature misses Finrod with a melee attack, he can expend one superiority die to make one melee weapon attack against that creature. On a hit, he adds the superiority die to the attack's damage roll.