Strange behaviour placeholder: Difference between revisions
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==Proficiencies== | ==Proficiencies== | ||
:Longswords | :Longswords | ||
:Shortswords | :Shortswords | ||
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:Simple weapons | :Simple weapons | ||
:Martial weapons | :Martial weapons | ||
: | :Herbalism kit (Fighter) | ||
==Skills== | ==Skills== |
Revision as of 21:12, 7 June 2024
NAME
Name:
Alignment:
Gender:
Race: Sinandre
Class: Fighter (Battle Master)
Level: 1 (level ups to follow)
Age:
Description:
Ability Scores
Strength: 16 (+3) (+1 from 4th level ASI)
Dexterity: 16 (+3) (+2 from Elf, +1 from 4th level ASI)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2) (+1 from Wood Elf, +1 from free ASI)
Charisma: 8 (-1)
AC:
HP:
Hit Dice: d10
Speed: 35'br>
Proficiency:
Melee Attack: +3 (Str) / +3 (Dex) if the weapon has Finesse
Ranged Attack: +3
Spell Attack:n/a
Spell Save DC: n/a
Initiative Bonus
Passive Perception
Passive Insight
Spells
None
Saving Throws
Strength: +3 (+PR)
Dexterity: +3
Constitution: +2 (+PR)
Intelligence: +0
Wisdom: +2
Charisma: -1
Languages Known
Proficiencies
- Longswords
- Shortswords
- Longbow
- Shortbow
- All armour
- Shields
- Simple weapons
- Martial weapons
- Herbalism kit (Fighter)
Skills
Athletics (Sinandre) Perception (Elf) Acrobatics (Fighter) Survival (Fighter) Medicine (swapped with Athletics from Soldier) Intimidation (Soldier)
Feats
Dual wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Traits
Darkvision 60'
Fey Ancestry - adv on saving throwas vs charmed, can't be put to sleep by magic
Trance - 4 hours meditation rather than sleep
Mask of the Wild - can attempt to hide even if only lightly obscured by natural phenomena
Fighting Style - Two Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Battle Master - Manuevres TBC
Second Wind - 1d10+fighter level healing as a bonus actions
Action Surge - 1/rest
ASI level 4 (spent)
Extra attack
ASI level 6 TBC
Features
Saving Throws -
Str and Con
Background
Gear
Character Backstory
Table format
Injury | First | Second |
---|---|---|
Minor | ||
Major | ||
Severe | ||
Critical | ||
Fatal |