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Battlemaster lvl 4

Halfling

+1 +2
16 +4 10m
12
+3

+4 +4 40

+2
14
3d10

0 Rapieira +6 1d8+4 Lucky. When you roll a 1 on an attack


10 roll, ability check, or saving throw, you
can reroll the die. You must use the new
Pistola +6 1d8+4
result, even if it is a 1.
Brave. You have advantage on saving
throws against being frightened.
0 Nimble. You can move through the space
of any creature that is of a size larger
10 than yours.

Second Wind
You have a limited well of stamina that
you can draw on to protect yourself from
+2 harm. On your turn, you can use a bonus
action to regain hit points equal to 1d10 +
15 your fighter level.

Once you use this feature, you must


finish a short or long rest before you can
use it again.

Action Surge
Starting at 2nd level, you can push
yourself beyond your normal limits for a
moment. On your turn, you can take one
additional action.

Once you use this feature, you must


finish a short or long rest before you can
use it again. Starting at 17th level, you
can use it twice before a rest, but only
once on the same turn.
DC 15

Bait and Switch


When you're within 5 feet of a creature on your
turn, you can expend one superiority die and
switch places with that creature, provided you
spend at least 5 feet of movement and the
creature is willing and isn't incapacitated. This
movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next


turn, you or the other creature (your choice) gains
a bonus to AC equal to the number rolled.

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.

Feinting Attack
Naturally Stealthy. You can attempt You can expend one superiority die and use a bonus action on
to hide even when you are only
obscured by a creature that is at
your turn to feint, choosing one creature within 5 feet of you as
least one size larger than you. your target. You have advantage on your next attack roll against
that creature this turn. If that attack hits, add the superiority die
Piercer. to the attack's damage roll.
You have achieved a penetrating
precision in combat, granting you
the following benefits:
Goading Attack
When you hit a creature with a weapon attack, you can expend
Increase your Strength or Dexterity one superiority die to attempt to goad the target into attacking
by 1, to a maximum of 20. you. You add the superiority die to the attack's damage roll, and
Once per turn, when you hit a the target must make a Wisdom saving throw. On a failed save,
creature with an attack that deals
piercing damage, you can re-roll one
the target has disadvantage on all attack rolls against targets
of the attack’s damage dice, and other than you until the end of your next turn.
you must use the new roll.
When you score a critical hit that
deals piercing damage to a creature,
you can roll one additional damage Rally
die when determining the extra On your turn, you can use a bonus action and expend one
piercing damage the target takes.
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.

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