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  1. [collapse=Charsheet, 5e D&D]
  2. [hr][b][color=brown][big]Basics[/big][/color][/b][hr][color=brown][b]Race[/b][/color] Human (variant)
  3. [color=brown][b]Background[/b][/color] Outlander
  4. [color=brown][b]Class[/b][/color] 15 Fighter (battlemaster)
  5. [hr][b][color=brown][big]Statistics[/big][/color][/b][hr][color=brown][b]Proficiency Bonus[/b][/color] +5
  6. [color=brown][b]Armor Class[/b][/color] 19
  7. [color=brown][b]Passive Perception[/b][/color] 20
  8. [color=brown][b]Max HP[/b][/color] 171
  9. [color=brown][b]Speed[/b][/color] 30 ft.
  10. [color=brown][b]Languages[/b][/color] Common, Elven, Undercommon
  11. [hr][b][color=brown][big]Ability Scores[/big][/color][/b][hr][color=brown][b]STR[/b][/color] 20 [b][+5][/b] [color=brown][b]DEX[/b][/color] 20 [b][+5][/b] [color=brown][b]CON[/b][/color] 18 [b][+4][/b] [color=brown][b]INT[/b][/color] 12 [b][+1][/b] [color=brown][b]WIS[/b] [/color] 14 [b][+2][/b] [color=brown][b]CHA[/b][/color] 10 [b][+0][/b]
  12. [hr] [b][color=brown][big]Skills and Proficiencies[/big][/color][/b] [hr][b][color=brown]Acrobatics[/color][/b] +10 [b][color=brown]Athletics[/color][/b] +10 [b][color=brown]Nature[/color] [/b]+7 [b][color=brown]Perception[/color] [/b]+7 [b][color=brown]Stealth[/color] [/b]+10 [b][color=brown]Survival[/color] [/b]+7 [b][color=brown]Tools/instruments[/color][/b] Horn, Leatherworker's tools
  13. [hr][b][color=brown][big]Saving Throws[/big][/color][/b][hr][color=brown][b]STR[/b][/color] +11 [color=brown][b]DEX[/b][/color] +11 [color=brown][b]CON[/b][/color] +10 [color=brown][b]INT[/b][/color] +2 [color=brown][b]WIS[/b][/color] +3 [color=brown][b]CHA[/b][/color] +1[hr] [b][color=brown][big]Weapons and Armor[/big][/color][/b] [hr][color=brown][b]Handaxe[/b][/color]
  14. melee, +10 to hit, 1d6 + 5 slashing damage
  15.  
  16. [color=brown][b][url=https://cdna.artstation.com/p/assets/images/images/010/189/132/large/ashley-davis-sword.jpg?1524506363]Moon-Touched Longsword[/url][/b][/color]
  17. Minor, Common
  18. melee, +10 to hit, 1d8/1d10 + 5 slashing damage
  19. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
  20.  
  21. [color=brown][b]Longbow[/b][/color]
  22. ranged, +12 to hit, 1d8 + 5 piercing damage
  23.  
  24. [color=brown][b]Breastplate+2[/b][/color]
  25. medium, base AC 16+dex [max 2]
  26. [hr][b][color=brown][big]Other Magic Items[/big][/color][/b][hr][color=brown][b]Cloak of Protection[/b][/color]
  27. Wondrous Item, Major, Uncommon (Requires Attunement)
  28. You gain a +1 bonus to AC and saving throws while you wear this cloak.
  29.  
  30. [collapse=Class Features]
  31. [color=brown][b]Action Surge[/b][/color]
  32. On your turn, you can take one additional action on top of your regular action and a possible bonus action. (use once/rest).
  33.  
  34. [color=brown][b]Second Wind [/b][/color]
  35. Bonus Action, Regain 1d10 + 6 HP (use once/rest).
  36.  
  37. [color=brown][b]Combat Superiority[/b][/color]
  38. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
  39.  
  40. [b][color=brown]Extra Attack[/color][/b]
  41. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  42.  
  43. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
  44.  
  45. [b][color=brown]Know Your Enemy[/color][/b]
  46. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  47.  
  48. •Strength score
  49. •Dexterity score
  50. •Constitution score
  51. •Armor Class
  52. •Current hit points
  53. •Total class levels (if any)
  54. •Fighter class levels (if any)
  55.  
  56. [b][color=brown]Indomitable[/color][/b]
  57. Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
  58.  
  59. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
  60.  
  61. [b][color=brown]Relentless[/color][/b]
  62. Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
  63.  
  64. [color=brown][b]Maneuvers[/b][/color]
  65. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
  66. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  67.  
  68. [color=brown][b]Superiority Dice [/b][/color]
  69. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  70. You gain another superiority die at 7th level and one more at 15th level.
  71.  
  72. [color=brown][b]Saving Throws[/b] [/color]
  73. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
  74. Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (DC: 15)
  75.  
  76. [color=brown][b]Evasive Footwork[/b][/color]
  77. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  78.  
  79. [color=brown][b]Precision Attack [/b][/color]
  80. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  81.  
  82. [color=brown][b]Riposte[/b][/color]
  83. 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.
  84.  
  85. [b][color=brown]Menacing Attack[/color][/b]
  86. 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.
  87.  
  88. [b][color=brown]Distracting Strike[/color][/b]
  89. 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.
  90.  
  91. [b][color=brown]Goading Attack[/color][/b]
  92. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  93.  
  94. [b][color=brown]Lunging Attack [/color][/b]
  95. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
  96.  
  97. [color=brown][b]Maneuvering Attack[/b][/color]
  98. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  99.  
  100. [b][color=brown]Disarming Attack [/color][/b]
  101. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.[/collapse]
  102. [collapse=Features, Traits, and Feats][color=brown][b]Archery Fighting Style[/b]
  103. [/color]You gain a +2 bonus to attack rolls you make with ranged weapons.
  104.  
  105. [color=brown][b]Dual Wielder[/b][/color]
  106. You master fighting with two weapons, gaining the following benefits:
  107. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  108. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  109. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  110.  
  111. [color=brown][b]Observant[/b][/color]
  112. Quick to notice details of your environment, you gain the following benefits:
  113. Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  114. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  115. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  116.  
  117. [color=brown][b]Athlete[/b][/color]
  118. You have undergone extensive physical training to gain the following benefits:
  119. •Increase your Strength or Dexterity by 1, to a maximum of 20.
  120. •When you are prone, standing up uses only 5 feet of your movement.
  121. •Climbing doesn't cost you extra movement.
  122. •You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  123.  
  124. [color=brown][b]Wanderer[/b][/color]
  125. 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.
  126. 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.
  127. [/collapse][/collapse]
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