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- Racial Traits--
- Low light vision 60ft
- relentless endurance( if dropped to 0 can come back to life at 1(once a day)
- Savage attacks(i can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.)
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- Class Features--
- second wind as bonus action i can heal 1d10+fighter level per long rest
- Rage- take half damage while in fury
- Unarmored defense- 10+dex+con
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- Feats--
- Great Weapon Master-
- • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
- DieHard-
- You gain a +1 bonus to death saving throws.
- As long as you have not failed any death saving throws, you do not suffer the negative conditions of being at 0 hit points and may continue to take actions and move normally.
- Mobile-
- • when you use dash action dificult terain dont faze me.
- When i hit a creature i don't provoke attack of opportunity even if i miss. only effects that creature
- Skilled-
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- Birthsign--
- you gain advantage on Intelligence ability checks made to recall information about one subject of your choice at the DM's discretion.
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- Background Features--
- You have an excellent memory for maps and geography,and you can always recall the general layout of terrain, settlements, and other features around you. In addition,
- you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth
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- Fighting style--
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- Battle Master
- Maneuvers
- Parry.
- When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier
- Menacing Attack.
- When you hit a creature with a
- weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end 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.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Action Surge
- 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. 1 time per long or short rest
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