Akanni [TEST CHARACTER]
Hit Points
10
When Akanni takes the Dash action, his movement that turn does not provoke opportunity attacks. During this movement, he gains an expertise die (+1d4) on Athletics checks made to jump, Acrobatics checks made to avoid hazards, and Dexterity saving throws.
Akanni requires half as much time as normal to train himself in the use of a suit of armor, skill, tool, or weapon during downtime.
When Akanni makes an attack roll, ability check, or saving throw, he can choose to gain an expertise die (+1d4) on that roll.
The first time between each long rest that Akanni would gain a level of fatigue, he does not gain that level of fatigue. He still suffers a level of fatigue from finishing a long rest without any Supply.
Whenever Akanni takes the Help action to aid an ally attacking a creature, he may spend his inspiration. If he does, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than Akanni until the start of his next turn.
Akanni gains an expertise die (+1d4) on saving throws made to resist exhaustion for marching longer than 8 hours.
Akanni can cause draconic power to course around him in a draconic umbra. This draconic umbra lasts for 1 minute or until he uses a bonus action to end it. Once on each of his turns while this umbra is active, he can deal 1 extra fire damage to one target when he deals damage to it with an attack or a spell.
- Akanni can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and adept weapons.
- Akanni can roll his martial arts die (d4) in place of the normal damage of his unarmed strike or adept weapon.
- When Akanni uses the Attack action with an unarmed strike or an adept weapon (such as a shortsword) on his turn, he can make one unarmed strike.
Adept weapons are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property.