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I want to be famous, whatever it takes. I want to be famous, whatever it takes.

Fighter 1 Sailor

Hill Dwarf Chaotic Good 0

19 +1 25 feet
16 +2
+3
14
 +5
+1

12  +5
-1
+1 +1
+0

16 1d10
+1
+3 +1
-1
 +5

8  +1
+0
Dwarven Resilience. You have advantage on
Battleaxe +5 1d8+3 slashing saving throws against poison, and you have
-1 +1 resistance against poison damage.
+0 Handaxe* +5 1d6+3 slashing Stonecunning. You get +3 on History checks
related to the origin of stonework.
-1 *You can throw a handaxe 20 feet, or up to 60 feet Darkvision. You can see in dim light within 60
+1 with disadvantage on the attack roll. You may also
12
feet of you as if it were bright light, and in darkness
use it as a melee weapon. as if it were dim light.
-1
Fighting Style: Defense. While you are wearing
 +3
+1 armor, you gain a +1 bonus to AC (already taken
+0 into account in the AC calculation).
+0 Second Wind (Bonus Action—1/Short Rest).
You regain 1d10+1 hp.
-1

10
Ship’s Passage. When you need to, you can
+1 secure free passage on a sailing ship for yourself
+1 and your adventuring companions. You might sail
+0  +3
on the ship you served on, or another ship you
have good relations with (perhaps one captained
by a former crewmate). Because you’re calling in a
favor, you can’t be certain of a schedule or route
that will meet your every need. Your GM will
13 Battleaxe, 2 handaxes, chain mail*, determine how long it takes to get where you need
shield, a set of common clothes, a
to go. In return for your free passage, you and your
belaying pin, a lucky charm, 50
companions are expected to assist the crew during
feet of silk rope, and a
Armor Proficiencies. Light Armor, Medium the voyage.
dungeoneer’s pack containing a
Armor, Heavy Armor, Shield
crowbar, a hammer, 10 pitons, 10
Weapon Proficiencies. Battleaxe, Handaxe, Light
torches, a tinderbox, 10 days of
Hammer, Warhammer, Simple Weapons, Martial
rations, a waterskin, and 50 feet of
Weapons
hempen rope.
Tool Proficiencies. Navigator’s tools, Vehicles 10
(water), Mason’s tools *While wearing chain mail, you
Languages. Common, Dwarvish have disadvantage on Dexterity
(Stealth) checks.
Dwarf
Kingdoms rich in ancient grandeur, halls carved into the roots of
mountains, the echoing of picks and hammers in mines and blazing
forges, a commitment to clan and tradition, and hatred of goblins and
orcs—these common threads are the heritage of every dwarf.
Bold and hardy, dwarves are known as skilled warriors, miners, and
workers of stone and metal. They can live to be more than 400 years old,
so the oldest living dwarves often remember a very different world.
Dwarves are solid and enduring like the mountains they love,
weathering the centuries with stoic endurance. Individual dwarves are
determined and loyal, true to their word and committed in action,
sometimes to the point of stubbornness.

Fighter
Fighters all share an unparalleled mastery with weapons and armor, and
a thorough knowledge of the skills of combat. They are well acquainted
with death, both meting it out and staring it defiantly in the face.

Background
You sailed on a seagoing vessel for years. In that time, you faced down
mighty storms, monsters of the deep, and those who wanted to sink
your craft to the bottomless depths. Your first love is the distant line of
the horizon, but the time has come to try your hand at something new.

Gaining Levels
With each level you gain, you gain one additional Hit Die and add 10
(1d10+4) to your hit point maximum.

2nd level (300 XP)


At 2nd level you gain the Action Surge feature:
Action Surge (1/short rest). You can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again.

3rd level (900 XP)


At 3rd level you gain the Champion archetype, which gives you the
Improved Critical feature:
Improved Critical. Your weapon attacks score a critical hit on a roll
of 19 or 20.

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