Squall Leonhart (5e Creature)
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Medium humanoid (human), lawful neutral
Draw and Junction (2/Short or Long Rest). As an action, Squall can attempt to steal magical energy from a creature within 30 feet that he can see. The creature must make a DC 13 Charisma saving throw. On a failed save, it loses one spell slot of 3rd level or lower, and Squall gains one spell slot of the same level. In addition, Squall learns one spell of that level or lower that the creature knows or has prepared.
Junction Spellcasting. Squall’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can cast any spell that he has learned through his Draw and Junction feature, requiring no material components unless the spell would consume them or the components have a monetary cost.
Legendary Resistance (2/Day). If Squall fails a saving throw, he can choose to succeed instead.
Magic Weapons. Squall’s gunblade is a magical weapon.
Multiattack. Squall makes three gunblade attacks.
Gunblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if wielded in two hands. On a critical hit, the attack inflicts an extra 5 (2d4) fire damage.
Limit Break (Recharge 5-6). Squall makes one of the following attack options:
Squall can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Squall regains spent legendary actions at the start of his turn.
Attack. Squall makes a gunblade attack.
The aloof mercenary known as Squall Leonhart fights with a distinctive gunblade. He has the power to steal magic from his enemies and can turn their own spells against them, and the special ammunition loaded into his gunblade lets him strike with explosive force.