Skill |
Ability |
Score
|
Acrobatics |
DEX |
+5
|
Animal Handling |
WIS |
0
|
Arcana |
INT |
0
|
Athletics |
STR |
+2
|
Deception |
CHA |
+3
|
History |
INT |
0
|
Insight |
WIS |
0
|
Intimidation |
CHA |
+6
|
Investigation |
INT |
0
|
Medicine |
WIS |
0
|
Nature |
INT |
0
|
Perception |
WIS |
+3
|
Performance |
CHA |
+3
|
Persuasion |
CHA |
+3
|
Religion |
INT |
0
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+2 (disadvantage due to armor)
|
Survival |
WIS |
+3
|
|
Languages
- Ubrekti
- Odessan
- Human Bonus
Class and Background Abilities
- Fighting Style: Superior Technique - 1 Extra Known Maneuver, 1 extra superiority die
- Second Wind: on your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (fighter level). Once you use this feature, you must finish a short or long rest before you can use it again.
- Action Surge: 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.
- Archetype: Battle Master
- Student of War: you gain proficiency with one type of artisan's tools of your choice. (smith's tools)
- Combat Superiority (4 Maneuvers known, 4 d8 superiority dice which refresh on short or long rest, DC 13 (8 + PROF + DEX))
- Bait and Switch: When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
- Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
- Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
- 4th Level ASI/Feat: Polearm Mastery
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.
- While you are wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
- Hexblade's Curse (single target bonus damage, gain HP on kill)
- Hex Warrior (use CHA instead of DEX for hit and damage)
- Warlock Invocations:
- Agonizing Blast - +CHA to eldritch blast damage
- Devil's Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. (does not affect dim light vision)
Race Abilities
- Feat: Crusher: +1 DEX
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn
- Skill Proficiency: Intimidation
- Bonus Language: ?
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