AC 16 (padded leather, fighting style)
HP 150 (20d8+60; bloodied 75)
Speed 30 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Str +4, Con +6
Skills Athletics +4, Insight +5, Perception +5, Persuasion +7, Survival +5
Senses passive Perception 15
Languages English, Latin
Action Surge (1/ short rest ). Once on his turn, George can take an additional action on top of his regular action and a possible bonus action.
Commanded Movement. Instead of moving on his turn, George can choose up to 3 allies able to hear him. These allies move up to half their Speed. An ally that cannot take actions cannot benefit from this feature.
Indomitable (2/long rest). George can reroll a saving throw that he fails but must use the new roll.
Leading Example. When George hits a creature with a weapon attack, until the end of his next turn the target of his attack has disadvantage on saving throws against his Tactical Maneuvers.
Tactical Focal Point. George selects a 10-foot square to be his tactical focal point as a bonus action or as part of the Attack action, choosing a Tactic to apply to it. This lasts until he cannot take actions or uses this feature again. Each time George completes a long rest , he can swap one of these benefits for a different one: Area Clear, Cover the Flank, Phalanx Sidestep, Run Away!
Tactical Mastery (16/long rest). George uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of George’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.
SPECIAL TRAITS
Diplomatic. George can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as George remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. George automatically fails on the check if he or his companions are fighting the target.
Leader’s Words. When George spends 10 minutes speaking inspirationally, he can choose up to 6 friendly creatures (including himself if he likes) within 30 feet that can hear and understand him. Each creature gains 20 temporary hit points but cannot gain more temporary hit points from this feature until after they have completed a long rest .
ACTIONS
Extra Attack. George attacks three times when he takes the Attack action.
Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 9 (1d12+3) piercing damage.
Tactical Maneuver (6/long rest). Each time George completes a long rest , he can swap one of these benefits (see page 7) for a different one (tactical DC 13): Confounding Maneuvering, Group Assault, Move to Flank.
BONUS ACTIONS
Second Wind (1/short rest). On his turn, George can use a bonus action to regain 1d10+16 hit points
WASHINGTON We’re getting positively colonial with the man most often credited with founding the United States of America. I’m of course talking about the Delaware River-crossing, cherry tree-chopping, ironic enemy of hero worship George Washington!
There are plenty of non-American readers here though so let me give you the quick rundown:
◆ George Washington was a surveyor by the age of 16.
◆ He kicked off the Seven Years War (or at the least was involved with the first battle).
◆ Didn’t make any babies of his own although he had plenty of step-kids.
◆ Wooden teeth. Yes.
◆ He loved booze and ran the biggest distillery in the colonies/early USA.
◆ Led the Continental Army in the Revolutionary War. He lost more often than he won, although obviously achieved overall victory.
◆ First President of the United States.
◆ Founded the US Navy.
◆ Second inaugural address was 135 words and took less than 2 minutes.
◆ Didn’t wear a wig! That’s his hair!
◆ Very pro-mule.
◆ Released all his slaves upon his death (what a guy).
◆ The whole “chopped down his dad’s cherry tree and admitted to it” is 100% myth.
◆ George Washington specifically did not want to be deified or worshiped, coining the term ‘Mr. President’ as opposed to ‘Your Highness’.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.