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Fighter (14) Mercenary Veteran Yaaaaaaah

CLASS & LEVEL BACKGROUND PLAYER NAME


Markus Kruber Human/Chondathan Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 40
+5 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

20 PERSONALITY TRAITS

Hit Point Maximum 144



+10 Strength
DEXTERITY
+2 Dexterity

+2 ●
+9 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

14 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+4 +2 Acrobatics (Dex) Total 14d10 SUCCESSES

18 +1 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+10 Athletics (Str)

0 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +1 Insight (Wis) Number of


WISDOM

+6 Intimidation (Cha)
0 Investigation (Int)
Attacks: 3
+1 Medicine (Wis)
+1 0 Nature (Int)
(additional

+6 Perception (Wis)
12
+1 Performance (Cha) features & traits
CHARISMA

+6 Persuasion (Cha)
0 Religion (Int)
on last page)
+1 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
13 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

16 PASSIVE WISDOM (PERCEPTION)


CP
Half plate
Tool Proficiencies: Dice Set;
SP (1); Plate (1)
Land Vehicles
EP

Weapon Proficiencies: Martial;


Simple GP
10
Armor Proficiencies: Heavy;
PP
Light; Medium; Shields

Language Proficiencies:
Common; Dwarvish
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Markus Kruber
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Second Wind. Regain 1d10 + 14 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-------------Reactions-------------
Protection Fighting Style. When a creature you can see attacks a target other than you that is within 5 feet of you,
you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

-----------Other Traits------------
Evasive Footwork. When you move on your turn, you can expend a superiority die, adding the total to your AC until
you stop moving. .

Improved Superior Combat . When you reach 10th level, your superiority dice turn into d10. When you reach level
18, your dice turn into d12.

Indomitable. Reroll a save if you fail (use twice/long rest).

Maneuvers. Beginning at 3rd level, when you take the Battle Master archetype, you learn three special maneuvers
from the list below. You may only use one maneuver every time you take the attack action. You learn two additional
maneuvers of your choice at 7th, 10th. and 15th level. Each time you learn new maneuvers, you can also replace
one maneuver you know with a different one.
Superiority Dice: You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You
regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at
15th level.
Saving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or
Dexterity modifier (your choice). .

Mercenary Life. You know the mercenary life as only someone who has experienced it can. You are able to identify
mercenary companies by their emblems, and you know a little about any such company, including the names and
reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls
where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between
adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in
chapter 8 of the Player's Handbook). .

Mobile. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the
rest of the turn, whether you hit or not.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your
companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary
hit points equal to the superiority die roll + your Charisma modifier. .

Study Your Enemy . When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat.
Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your
equal to, stronger, or weaker than your own:
-Strength ability score
-Dexterity ability score
-Constitution ability score
-AC
-Current HP
-Total levels (if any)
-Fighter levels (if any).

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to
attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target
and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number
you roll on your superiority die. The damage is of the same type dealt by the original attack. .

War Student. Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of
your choice.

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