Lille Ude Af "Tiden"

=Cedric Aurion=

This Bold warrior at the last stand of his Village he stood against evil to protect his land when the battle was nearing the end the trickster sorcerer used his Temporal magic and trapped Cedric in between time. He was pulled back out with Little memory of who he was but the Goddess Pronyma took pity on him.

Weapons of Choice:

 * Feather of Song: a Naginata that uses the winds around it to create songs and Symphonies with each Strike of the Wind
 * Exploding Lance: a Halberd infused with a Lightning Elementals Heart allowing it to Expel Controlled Blasts of Lightning at enemies

Feats and Boons:

 * Pole Arm Master: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
 * Skill Expert: You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20 (con).  You gain proficiency in one skill of your choice (stealth).  Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus (Athletics).
 * Forest Denizen: you are familiar with the ways of the forest. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You can discern if a plant or fungal growth is safe to eat. You learn to speak, read, and write Sylvan. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks you make to escape from being grappled or restrained as long as you are being grappled or restrained by nonmagical vegetation or a beast’s action such as a giant frog’s bite or a spider’s web.
 * Boon of Recovery: You can use a Bonus Action to regain a number of Hit Points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a Long Rest.

Fighter Abilities:
Level 1:


 * Fighting Style-Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Second Wind: 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. Once you use this feature, you must finish a short or long rest before you can use it again.

Level 2:


 * Action Surge: Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Level 5:


 * Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Level 9:


 * Indomitable: Beginning at 9th level, 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. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Level 11:


 * Extra Attack (2): At 11th level, you can attack three times whenever you take the Attack action on your turn.

Fighter Subclass Abilities:
Level 3:


 * Manifest Echo: You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.  Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.  You can use the echo in the following ways:
 * As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
 * When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
 * When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
 * Unleash Incarnation: You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 7:


 * Echo Avatar: You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Level 10:


 * Shadow Martyr: You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. Once you use this feature, you can't use it again until you finish a short or long rest.