Background: Marine
Feature: Steady
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Hardship Endured
Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
Traits
- Thinking is for other people. I prefer action.
- I am dependable.
Ideals
- Perseverance. No injury or obstacle can turn me from my goal.
Bonds
- I'm searching for a fellow marine captured by an elusive enemy.
Flaws
- I become irrational when innocent people are hurt.
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
10 |
- |
-
|
Dexterity |
18 |
+4 |
+4
|
Constitution |
16 |
+3 |
+6
|
Intelligence |
8 |
-1 |
-1
|
Wisdom |
8 |
-1 |
-1
|
Charisma |
14 |
+2 |
+5
|
|
Secondary Attributes
Hit Points |
54
|
Armor Class |
14 (17)
|
Proficiency Bonus |
+3
|
Passive Perception |
9
|
Initiative |
+4
|
Base Speed |
25 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score |
Bonus
|
Acrobatics |
DEX |
14 |
+4
|
Animal Handling |
WIS |
9 |
-1
|
Arcana |
INT |
9 |
-1
|
Athletics |
STR |
13 |
+3
|
Deception |
CHA |
12 |
+2
|
History |
INT |
9 |
-1
|
Insight |
WIS |
12 |
+2
|
Intimidation |
CHA |
12 |
+2
|
Investigation |
INT |
9 |
-1
|
Medicine |
WIS |
9 |
-1
|
Nature |
INT |
9 |
-1
|
Perception |
WIS |
9 |
-1
|
Performance |
CHA |
12 |
+2
|
Persuasion |
CHA |
15 |
+5
|
Religion |
INT |
9 |
-1
|
Sleight of Hand |
DEX |
14 |
+4
|
Stealth |
DEX |
14 |
+4
|
Survival |
WIS |
12 |
+2
|
|
Languages
- Ubrekti (common)
- Halfling
Class and Background Abilities
- Proficiency with simple and martial weapons, shields, all armor
- Proficiency with vehicles (water)
- Spellcasting
- Sorcerous Origin: Sea
- Soul of the Sea
- Curse of the Sea
- Fighting Style: Two-Weapon Fighting
- Second Wind
- Action Surge
- Martial Archetype: Battle Master
- Feat: Slasher
- Extra Attack
Race Abilities
- Lucky
- Brave
- Halfling Nimbleness
- Advantage on checks to swim and hold breath
|
Spellcasting
Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5
Cantrips
- Frostbite
- Gust
- Shape Water
- Shocking Grasp
1st Level
Combat Maneuvers
- Superiority Dice: 4x d8 (regain on short or long rest)
- Save DC: 8 + prof + dex = 15
Maneuvers
- Sweeping Attack
- Goading Attack
- Maneuvering Attack
Gear
Weapons
Melee Weapons
Ranged Weapons
Shoot-thingies
Inventory of items
Consumables