Cole Matthews
Cole Matthews
Sheet
AC 18 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
- Concealed PositionLevel 6
You can take the Hide action while Prone even if not Heavily Obscured. Attacking while hidden does not reveal your location if you miss.
Bonus action
- Deft ManeuverLevel 18
Gain an extra Bonus Action each turn used only for maneuvers.
Always on
- Fighting Style (Archery)Level 1
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Quick DrawLevel 1
You have Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property whenever you would normally be able to draw or stow one.
- Critical ShotLevel 2
Your attack rolls with Ranged weapons score a Critical Hit on a roll of 17 to 20.
- RiskLevel 2
You have six d12 Risk Dice to fuel maneuvers. You regain them on a Short or Long Rest. Save DC 20.
- Sharpshooter's StanceLevel 3
You do not have Disadvantage on ranged attack rolls while Prone. You can end the Prone condition with only 5 feet of movement.
- Eagle EyeLevel 3
Once per turn when you miss with a ranged attack, you can expend one Risk Die and add it to the attack roll.
- Gut ShotLevel 5
On a Critical Hit against a Large or smaller creature, speed is halved and it has Disadvantage on attack rolls for 1 minute or until it uses an attack to dislodge the projectile.
- EvasionLevel 7
Take no damage on successful Dex saves against area effects, and half damage on failures.
- OverkillLevel 11
You add your ability modifier to Firearm damage. If you already do so, deal an extra 1d8 damage.
- Cheat DeathLevel 13
When reduced to 0 HP, drop to 1 instead and regain 20 HP. Refreshes on Short or Long Rest.
- Focused ShotLevel 14
Trade your Extra Attack to make one attack with Advantage. If it hits, it is a Critical Hit.
- Dire GambitLevel 15
Regain one Risk Die whenever you roll Initiative or score a Critical Hit.
- Epic Boon of Irresistible OffenseLevel 19
Your attacks ignore resistances. When you roll a 20 for an attack roll, deal extra damage equal to your ability score (22).
- HeadshotLevel 20
On a Critical Hit, if target has less than 100 HP, it dies. Otherwise, deal an extra 10d10 damage. Restored on rest or by spending three Risk Dice.
- ResourcefulHumanGain Heroic Inspiration when you finish a Long Rest.
- SkillfulHumanGain proficiency in one skill (Stealth).
- VersatileHumanGain one Origin Feat (Skilled).
- Savage AttackerSoldier
Once per turn when you hit with a weapon, you can roll the weapon's damage dice twice and use either total.
Gear
4 itemsWeapons
- M-24 Sniper RifleA long-range bolt-action rifle with a scope. (1d12 piercing, 200/800)
- Colt AnacondaA heavy .44 Magnum revolver. (1d10 piercing, 30/90)
Armor
- Studded Leather ArmorReinforced leather armor provide excellent mobility.
Gear
- Sniper Nest KitCamo netting, binoculars, and a tripod.
Appearance
Cole is a man of military precision. He stands tall with a steady, quiet presence. He has dark green eyes that constantly scan his environment and scars across his weathered face from years of survival in the desert. He wears practical, tan-colored tactical gear that blends into the sands of Desertstone.
Mannerisms
He speaks in a deep, measured monotone. He never fidgets, remaining perfectly still for long periods like a predator waiting for its prey.
Personality
Cole is calculated and cold. He treats every conversation like a tactical briefing, choosing his words with extreme care. He is intensely disciplined and values professional efficiency above all else. He rarely shows emotion, keeping his thoughts locked behind a mask of stoic focus.
Ideals
Efficiency. Every bullet spent must be a problem solved. Chaos is the enemy of the mission.
Bonds
My brother Brandon is the only family I have left, even if we are on opposite sides of the law. I owe my life and loyalty to Ripley's Syndicate.
Flaws
I trust my scope more than I trust people. I am unable to walk away from a job once the contract is set, even if it becomes a suicide mission.
Quirks
Background
Cole Matthews was forged in the heat of Desertstone, serving as a decorated Army Ranger before the politics of the military became more dangerous than the combat. He was known for being able to neutralize a target from a different zip code. When he returned to the civilian life of Zahra-Nur, he found that the syndicate offered the only work that required his level of lethal precision. He eventually caught the eye of Ripley and became the Syndicate's premier enforcer. He is a ghost in the dunes, the final thing many enemies of the syndicate never see coming. He carries a heavy burden regarding his brother Brandon, whose different path in life represents the only piece of Cole's heart that hasn't turned to stone.
“He was known for being able to neutralize a target from a different zip code.”
- Background
- Soldier
Connections
Species
Human
Media
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