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| Stat | Value | Modifier | Saving Throw |
|---|---|---|---|
| Strength | 20 | +5 | +9 |
| Dexterity | 9 | -1 | -1 |
| Constitution | 12 | +1 | +5 |
| Intelligence | 17 | +3 | +3 |
| Wisdom | 9 | -1 | +3 |
| Charisma | 15 | +2 | +2 |
<aside> â ī¸
You can reroll a saving throw that you fail with the Indomitable skill once per long rest.
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| Stat | Value |
|---|---|
| Athletics | +9 |
| Acrobatics | -1 |
| Sleight of Hand | -1 |
| Stealth | -1 |
| Arcana | +7 |
| History | +3 |
| Investigation | +3 |
| Nature | +3 |
| Religion | +3 |
| Animal Handling | -1 |
| Insight | +3 |
| Medicine | -1 |
| Perception | -1 |
| Survival | -1 |
| Deception | +2 |
| Intimidation | +6 |
| Performance | +2 |
| Persuasion | +6 |
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Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (10). Once you use this feature, you must finish a short or long rest before you can use it again.
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.
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 10 temporary hit points. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Persuasion check, you gain a bonus to the check equal to your Wisdom modifier.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
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