Cole Matthews
Cole Matthews
Sheet
AC 18 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Extra AttackLevel 5
Attack twice instead of once whenever you take the Attack action.
Bonus action
- Deft ManeuverLevel 18
Gain an additional Bonus Action used only for maneuvers once per turn.
Always on
- Fighting Style (Archery)Level 1
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Quick DrawLevel 1
Advantage on Initiative rolls. Draw or stow two weapons lacking the Two-Handed property simultaneously.
- Weapon MasteryLevel 1
Use mastery properties of five Ranged weapons. Choices: Musket (Slow), Pistol (Vex), Longbow (Slow), Shortbow (Vex), Heavy Crossbow (Push).
- Critical ShotLevel 2
Score a Critical Hit on a roll of 17 to 20.
- RiskLevel 2
Expend Risk Dice (6d12) to perform maneuvers. DC 20 for saves. Regain on Short or Long Rest.
- Gut ShotLevel 5
On a Critical Hit against a Large or smaller creature, speed is halved and it has Disadvantage on attack rolls until it dislodges the projectile.
- EvasionLevel 7
No damage on successful Dexterity save, half damage on fail.
- OverkillLevel 11
Add Ability Modifier to damage for firearms. If already added, deal extra 1d8 damage of the weapon type.
- Cheat DeathLevel 13
When reduced to 0 HP, drop to 1 HP instead and regain 20 HP. Once per Short/Long rest.
- Dire GambitLevel 15
Regain one Risk Die whenever you roll Initiative or score a Critical Hit.
- Epic Boon (Boon of Irresistible Offense)Level 19
Your damage ignores Resistance. When you score a Critical Hit, deal extra damage equal to your Ability Score modifier.
- HeadshotLevel 20
On a Critical Hit, if target has <100 HP, it dies. Otherwise, deals extra 10d10 damage. Once per Short/Long rest or 3 Risk Dice.
- ResourcefulHumanGain Heroic Inspiration when you finish a Long Rest.
- Skill VersatileHumanProficiency in one additional skill of your choice (Stealth).
- Origin FeatHumanProficiency in one feat (Alert).
- Battlefield CunningSoldier
You can find a safe place to rest for you and your allies in a war zone or hostile desert landscape, and you have a knack for identifying tactical advantages in local terrain.
Gear
4 itemsArmor
- Studded Leather ArmorProvides AC 12 plus Dexterity modifier.
Gear
- M-24 Sniper RiflePrecision ranged weapon. 1d12 piercing damage. Long range, two-handed.
- Colt AnacondaHigh-caliber revolver. 2d6 piercing damage. Reloading, light.
- 6×Risk Dice PouchA set of tokens representing focus and daring.
Appearance
Cole is a man of lean, corded muscle with a sun-beaten complexion earned from years in the dunes. He wears tactical leather gear in shades of sand and slate, with a signature olive green cloak. His dark green eyes are constantly scanning the horizon, and a thin, jagged scar runs from his left temple to his jawline. His equipment is meticulously maintained, gleaming even in the desert haze.
Mannerisms
Cole has a habit of tapping his trigger finger against his thigh in a rhythmic cadence. He speaks in short, declarative sentences and rarely makes eye contact, instead focusing on the middle distance to remain aware of his surroundings.
Personality
Cole is a model of quiet lethality. He does not waste words or movement. To most, he seems cold and detached, but to those who know him, he is a man of deep, unspoken loyalty. He views every environment as a series of sightlines and cover opportunities, maintaining a professional distance from the chaos of the Syndicate.
Ideals
Efficiency. Every bullet spent should have a purpose. There is no room for waste in the desert.
Bonds
My brother, Brandon, is the only reason I still have a soul. I will burn the city down to keep him safe.
Flaws
I am so focused on the horizon that I sometimes miss the person standing right in front of me.
Quirks
Background
Cole Matthews began his career in the Army Rangers, serving the desert city of Zahra-Nur before the politics of the continent turned sour. After his unit was betrayed and left for dead in the shifting sands of Desertstone, Cole used his sharpshooting skills to survive the trek back. He returned not as a soldier of the state, but as a ghost of the dunes. Seeking a way to provide for his brother Brandon, Cole sold his services to Ripley's Syndicate, the most powerful underworld organization in the desert metropolis. As an elite enforcer, he is the hand that strikes from the darkness before a threat even knows they are targeted. His M-24 is a tool of surgical precision, and his Colt is for the close encounters he rarely allows to happen. He works for the coin, but he stays for the security it provides to his remaining kin. In the lawless expanse of Desertstone, Cole is the closest thing to an inevitable consequence.
“After his unit was betrayed and left for dead in the shifting sands of Desertstone, Cole used his sharpshooting skills to survive the trek back.”
- Background
- Soldier
Connections
Species
Human
Media
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