Walter C. Dornez (JJBA Supplement)
Walter C. Dornez[edit]
Medium humanoid (Human), lawful neutral Armor Class 18 (Natural Armor)
Saving Throws Dex +9, Int +8, Cha +7 Spirit Points. Walter has 13 spirit points which he may expend. He regains all spirit points at the end of a long rest. Brainstorm. When Walter is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success. Unarmored Mobility. Walter ignores the effects of difficult terrain. Long Wires. If Walter does not use his Multiattack or Monofilament Wire actions on his turn, his reach increases to 20 feet until the beginning of his next turn. Self-Marionette. While Walter has at least 1 spirit point, he is immune to the incapacitated condition. Evasion. When Walter is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. ACTIONSMultiattack. Walter makes two attacks with is monofilament wire, or two attacks with his monofilament lash for 1 spirit point. Monofilament Wire. Melee Weapon Attack: +9 to hit, reach 10 ft. radius. Hit: 12 (2d6 + 5) slashing damage. Walter can make one attack with this weapon as a bonus action. Monofilament Lash. Melee Weapon Attack: +9 to hit, reach 20 ft. radius. Hit: 12 (2d6 + 5) slashing damage. Wire Mesh. Walter's AC increases by +4 until the beginning of his next turn. This can be used as a bonus action for 1 spirit point. Marionette Control (3 Spirit Points). One creature Walter is grappling to must make a DC 16 Constitution saving throw. On a failure, the creature becomes paralyzed until the creature leaves your wire weapon's reach, you use this feature on another creature, or the creature succeeds on a Strength saving throw at the end of its turn. While a creature is paralyzed in this way, Walter may control the creature on each of his turns. The creature acts as if it were mechanically identical to Walter, save for using the creature's hit points and AC and using his actions, bonus actions, and reactions. One Liner. Walter either loses one condition or gains advantage on his next attack before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.
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Walter lived his entire life as an honorary member of the Hellsing family, acting as a butler, bodyguard, and Hellsing Organization operative for most of his life. At the age of fourteen, he was deployed alongside the organization's secret weapon, a man he grew to despise, in order to squash the rising threat of Nazi vampires in World War Two; a mission they carried out to the almost complete annihilation of their enemy's occult research division, Millennium, save for a handful of notable exceptions. Walter went on to live a mostly peaceful life until 1989, when Integra Fairbrook Wingates Hellsing was named head of the Hellsing Organization. Despite his knowledge and duty to protect her, he instead allowed her father Arthur's brother, Richard Hellsing, to attempt to take her life in hopes that she would once again awaken Alucard, thus allowing him to finally kill the monster when he inevitably went berserk or broke rank. By 1997, Walter had become a frail, but none-the-less lethal old man of 72. Despite once calling them enemies, and still very much slaying their forces without sorrow, Walter secretly fed information to Millennium, unified in a desire to die in a blaze of glory that superseded any fragment of their previous beliefs. In one final attempt at slaying the king of the night, he allowed Millennium to experiment on him amid the firebombing of London that made up the 24 hours of World War Three, returning him to his youth for a short period of time. |
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