Cole Matthews
Cole Matthews
Sheet
AC 18 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
- Focused ShotLevel 14
Take the Attack action to make only one attack with Advantage. On a hit, it is a Critical Hit.
Bonus action
- Deft ManeuverLevel 18
Gain an additional Bonus Action each turn specifically to use a maneuver.
Always on
- Fighting Style: ArcheryLevel 1
You gain a +2 bonus to attack rolls you make with ranged weapons. This feat's benefits apply to your long range weapons as well.
- Quick DrawLevel 1
You have Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property when you would normally draw or stow one.
- Weapon MasteryLevel 1
You can use the mastery properties of four kinds of weapons. Current: Slow (Sniper), Vex (Revolver).
- Critical ShotLevel 2
Your ranged attack rolls score a Critical Hit on a roll of 17 to 20 on the d20.
- RiskLevel 2
You have six Risk Dice (d12). You use these for maneuvers. DC is 20. Regain on Short or Long Rest.
- Eagle Eye [Maneuver]Level 3
Once per turn when you miss, expend a Risk Die and add it to the attack roll.
- Sharpshooter StanceLevel 3
No Disadvantage on ranged attacks while Prone. End Prone condition with only 5 feet of movement.
- Gut ShotLevel 5
On a Critical Hit, projectile lodges in target. Target speed is halved and has Disadvantage on attacks for 1 minute or until they use an attack to dislodge it.
- Concealed PositionLevel 6
Can Hide while Prone even if not Heavily Obscured. Missing a hidden attack doesn't reveal your location.
- EvasionLevel 7
Take no damage on successful DEX saves against area effects, half on failures.
- RepositionLevel 10
Reaction when missed by an attack to end Prone and move up to half your Speed.
- OverkillLevel 11
Ranged weapons always add ability modifier. If already adding it, deal an extra 1d8 weapon damage.
- Cheat DeathLevel 13
When reduced to 0 HP, drop to 1 instead and regain 20 HP. Once per Short/Long Rest.
- Dire GambitLevel 15
Regain one expended Risk Die whenever you roll Initiative or score a Critical Hit.
- Epic Boon: Boon of Irresistible OffenseLevel 19
Increases ability score and allows damage to ignore resistances.
- HeadshotLevel 20
On a Critical Hit, kill target if it has less than 100 HP. Otherwise, deal extra 10d10 damage. Recharged by expending 3 Risk Dice.
- ResourcefulHumanYou gain Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice (Stealth).
- VersatileHumanYou gain an Origin feat of your choice (Skilled).
- Savage AttackerSoldier
Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either total.
Gear
4 itemsWeapons
- M-24 Sniper RifleLong range precision rifle. 1d12 piercing. Heavy, Two-Handed, Range 150/600.
- Colt AnacondaPowerful revolver. 2d8 piercing. Range 40/120. Reload (6 shots).
Armor
- Studded Leather ArmorFine crafted tactical vest. AC 12 + DEX.
Gear
- Ripley's Syndicate BadgeProof of membership in Zahra-Nur's elite enforcers.
Appearance
Cole is a tall, lean man with the look of a desert hawk. His skin is tanned and weathered like old parchment, featuring a jagged scar that runs from his right temple to his jawline. He has cold, dark green eyes that constantly scan his surroundings with mechanical efficiency. He wears tactical, sand-colored gear reinforced with dark leather plates, designed for blending into the dunes of Desertstone.
Mannerisms
Cole frequently checks the wind by tossing a small pinch of dust into the air. He speaks in short, clipped sentences and rarely blinks during conversation.
Personality
Calculated and unnervingly quiet, Cole speaks only when necessary. He treats every interaction as a tactical engagement, observing micro-expressions and exits. He possesses the professional detachment of a soldier who has seen too much, though he maintains a strict code of lethal efficiency.
Ideals
Precision. Every shot is a contract. Every wasted motion is a failure of character.
Bonds
My brother, Brandon, is the only reason I still have a soul. I will burn Zahra-Nur to the ground to keep him safe.
Flaws
I no longer know how to exist without a target. Peace feels like a trap I haven't spotted yet.
Quirks
Background
Cole Matthews was born in the dust-choked streets of Zahra-Nur, a sprawling city on the desert continent of Desertstone. Along with his brother Brandon, he joined the planetary defense forces early, eventually becoming an elite Army Ranger. His life changed during a botched operation in the deep dunes where his unit was abandoned by high command. Cole survived by his wits and marksmanship alone. Returning to Zahra-Nur, he found the city had been swallowed by syndicate wars. To protect Brandon from mounting gambling debts and the brutality of the streets, Cole traded his military service for a role as an elite enforcer for Ripley’s Syndicate. He is now the syndicate's premier ghost, the man who ends conflicts from a thousand yards away before they even begin. He serves the syndicate not out of loyalty to their crimes, but to ensure his brother stays alive in a world that would otherwise grind him to dust.
“Along with his brother Brandon, he joined the planetary defense forces early, eventually becoming an elite Army Ranger.”
- Background
- Soldier
Connections
Species
Human
Media
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