Skill |
Ability |
Score
|
Acrobatics |
DEX |
+4
|
Animal Handling |
WIS |
+2
|
Arcana |
INT |
-1
|
Athletics |
STR |
+7(exp)
|
Deception |
CHA |
-1
|
History |
INT |
-1
|
Insight |
WIS |
0
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
-1
|
Medicine |
WIS |
0
|
Nature |
INT |
+3 (exp)
|
Perception |
WIS |
+4 (exp)
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+4
|
Stealth |
DEX |
+4
|
Survival |
WIS |
+4 (exp)
|
|
Languages
Class and Background Abilities
- Light armor, medium armor, shields
- Simple weapons, martial weapons
- Tools: Thieves Tools
- Rage: 2 times per long rest. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- Unarmored Defense: AC is 15 if unarmored
- Sneak Attack: +2d6
- Expertise (perception, athletics)
- Thieves' Cant
- Cunning Action: You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Skirmisher: Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
- Survivalist: At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Race Abilities
- Feat: Shield Master: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
- Skill Proficiency (Animal handling)
- Bonus Language
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