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Level 3

Race: Goliath
Ability:
+2 Str
+1 Con
Prof:Athletics
Stones Endurance: You can focus yourself to
n you take damage, you can use your reaction
on modifier to the number rolled, and reduce
u use this trait you cant use it again until

occasionally shrug off injury. Whe


to roll a d12. Add your Constituti
the damage by that total. After yo
you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying cap
acity and the weight you can push, drag, or lift.
Mountain born: You're acclimated to high altitude, including elevations above 2
0,000 feet. You're also naturally adapted to cold climates, as described in cha
pter 5 of the Dungeon Master's Guide.
Languages: You can speak, read, and write Common and Giant.
Class: Fighter
Proficiencies:
Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Insight, Intimidation
Equipment:
Chain Mail (16 AC Stealth Disadvantage)
Longsword (1d8 Slashing; Versitile 1d10) and a Shield
Two Handaxes (1d6 Slashing; Thrown 20/60)
Explorer's pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 tor
ches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen r
ope strapped to the side of it.)
Fighting Style:
Dueling: When you are Wielding a melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.
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 hitpoin
ts equal to 1d10 + your fighter level. Once you use this feature you must finis
h a short or long rest before you can use it again.
Action Surge: Starting at
l limits for a moment. On
of your regular action and
you must finish a short of

second level, you can push yourself beyond your norma


your turn, you can take one additional action on top
a possible bonus action. Once you use this feature,
long rest before you can use it again.

Martial Archetype:
Battle Master
Combat Superiority: Manuevers (Feinting Attack, Riposte, Trip Attack) :You learn
three maneuvers of your choice, which are detailed under Maneuvers below. Many m

aneuvers enhance an attack in some way. You can use only one maneuver per attac
k.
Trip Attack: When you hit a
periority die to attempt to
o the attack s damage roll,
Strength saving throw. On a

creature with a weapon attack, you can expend one su


knock the target down. You add the superiority die t
and if the target is Large or smaller, it must make a
failed save, you knock the target prone.

Feinting Attack: You can expend one superiority die and use a bonus action on yo
ur turn to feint, choosing one creature within 5 feet of you as your target. You
have advantage on your next attack roll against that creature. If that attack h
its, add the superiority die to the attack s damage roll.
Riposte: When a creature misses you with a melee attack, you can use your reacti
on and expend one superiority die to make a melee weapon attack against the crea
ture. If you hit, you add the superiority die to the attack's damage roll.
Superiority Dice. You have four superiority dice, which are d8s. A superiority d
ie is expended when you use it. You regain all of your expended superiority dice
when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw
to resist the maneuver s effects. (Maneuver save DC = 8 + your proficiency bonus
+ your Strength or Dexterity modifier (your choice))
Student of War (Smith's Tools): At 3rd level, you gain proficiency with one type
of artisan s tools of your choice.
Background: Outlander
Skill proficiencies: Perception, Survival
Tool Proficiencies:
Languages:
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of
traveler s clothes, and a belt pouch containing 10 gp

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