Class & Level

Fighter: Battle Master Lvl3

Species

Half Human-Elf

Background

Soldier

Alignment

______________

Strength

18

+4

Dexterity

14

+2

Constitution

16

+3

Intelligence

8

-1

Wisdom

12

+1

Charisma

10

+0

17

Armour
Class

+2

Initiative
Bonus

35

Movement
Speed

33

Max Health Points

Saving Throws

Strength

+6

Dexterity

+2

Constitution

+5

Intelligence

-1

Wisdom

+1

Charisma

+0

+2

Proficiency
Bonus

CON

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

+1

Arcana Int

-1

Athletics Str

+4

Deception Cha

+0

History Int

-1

Insight Wis

+1

Intimidation Cha

+2

Investigation Int

-1

Medicine Wis

+3

Nature Int

-1

Perception Wis

+3

Performance Cha

+0

Persuasion Cha

+0

Religion Int

-3

Sleight of Hand Dex

+3

Stealth Dex

+4

Survival Wis

+3

Traits & Gear

Traits

Abandoned at a young age, you ended up being taken in by an old man, Master Ye, from the land of Shou. A cantankerous old coot, you often wondered why he took in you and the other orphans, but despite his affect, Ye was a virtuous man, and he instilled this in his foundlings, the value of honour, respect and hard work. He trained all the kids in the ancient shou martial art of fong bo lung – mastery of the polearm.

Against Ye’s wishes, you joined the mercenary guild as a way to pay back your master, and to see the world. You are generally good, but have no time for fools, and will never run from the fight. Protective by nature, you will use your skills to place yourself between the you and the enemy, as long as they’re someone worth saving…

  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena
  • Darkvision. up to 60ft
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep..

Equipment & Money

Your Halberd: A wide axe blade on a long handle, allowing to long range slashing. 1d10 +4 damage. Reaches 10 feet. 2-handed.

Breastplate Armour: 14+3dex+1 fighting style.

Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Action Surge

Summon up your will power. Take another action on your turn. Must short rest before using again.

Battle Master (Manoeuvres)

A highly skilled fighter, you can use special manoeuvres during combat. Using manoeuvres uses up Superiority Dice. These are D8’s that can be added to attack damage of attacks. You regain all these dice after a short rest.

Disarming Strike (Manoeuvres)

Use a superiority dice to increase your damage by 1d8. If you hit the enemy, they must succeed a strength saving throw or drop their weapon.

Distracting Strike (Manouvres)

Use superiority dice to increase damage by 1d8. The enemy is distracted by your attack giving allies an opening. The next attack on that enemy has advantage.

Bait and Switch (Manoeuvre)

Use a superiority dice to switch places with someone within 5 feet. Either you or the other person can gain 1d8 on their next attack.

Actions

Abilities that take require an action, bonus action or reaction. 

Halberd Attack

Standard attack with Roland’s Halberd (Gertrude). Reach 10 feet, d20+6 to hit. Damage =1d10+4

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 3.

Once you use this feature, you must finish a short or long rest before you can use it again

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Superiority Dice : D8 : 🟥🟥🟥🟥

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.