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Fighter [Battle Master] (15) Soldier Will

CLASS & LEVEL BACKGROUND PLAYER NAME


Gundryn Human/Human Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I can stare down a hell hound without
18 +2 60 flinching.

20 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I face problems head-on. A simple, direct
solution is the best path to success.
+5 PERSONALITY TRAITS

Hit Point Maximum 171



+10 Strength
DEXTERITY
+2 Dexterity In life as in war, the
stronger force wins.
15 ●
+9 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

+2 +2 Wisdom
-1 Charisma Weapons and armour have
CONSTITUTION SAVING THROWS
always been part of my life
TEMPORARY HIT POINTS BONDS

18 ●
+7 Acrobatics (Dex) SUCCESSES
15x(1d10+4 I have less respect for anyone
+4 +2 Animal Handling (Wis)
) FAILURES who is not a proven warrior.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+10 Athletics (Str)

10 -1
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

0 +2 Insight (Wis)
Sunflare Halberd +15 1d10+10 slashing
Backpack
WISDOM

+4 Intimidation (Cha)
0 Investigation (Int)
Bedroll
+7 Medicine (Wis) Breastplate
15


0 Nature (Int)
+7 Perception (Wis)
Number of Attacks: 3 Clothes, common
+2
-1 Performance (Cha) Mess kit
CHARISMA
-1 Persuasion (Cha)
Religion (Int)
40d10+10 Radiant Rations (1 day)
0
Damage - Infinite x10
9 +2 Sleight of Hand (Dex)
range if visible
-1
+2 Stealth (Dex) Rope, hempen
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Tinderbox
Torch x10
17 PASSIVE WISDOM (PERCEPTION)
CP Waterskin
SP
Tool Proficiencies: Land
Vehicles
EP

Weapon Proficiencies: Martial;


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

Language Proficiencies:
Celestial; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 6'7" 410lbs
AGE HEIGHT WEIGHT
Gundryn Green Tanned Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Military Rank. You have a military rank


from your career as a soldier. Soldiers
loyal to your former military
organization still recognize your
authority and influence, and they defer
to you if they are of a lower rank. You
can invoke your rank to exert influence
over other soldiers and requisition
simple equipment or horses for
temporary use. You can also usually
gain access to friendly military
encampments and fortresses where
your rank is recognized.

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 +15 HPs (use once/rest).

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

-----------Traits------------
Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you
can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this
benefit.

Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Know Your Enemy. Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain
information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following
characteristics of your choice:

Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels, if any
Fighter class levels, if any.

Improved Combat Superiority. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless. Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

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

--------- Maneuvers---------
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you
hit, you add the superiority die to the attack's damage roll.

Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a
bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

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.

Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority
die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number
you roll on your superiority die + your Dexterity modifier.

Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver
before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority
die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet
away from you.

Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die
to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of
your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops
the object you choose. The object lands at its feet.

-----------Feats-----------
Polearm Mastery:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the
opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals
bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you
have with that weapon

Great Weapon Mastery:


-You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
-On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a
bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you
add +10 to the attack’s damage.

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