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5 Level (6500/14000 XP for level-up) Faceless. Background Race / Species / Heritage Alignment
Fighter (Battle Master)
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
16
+3
DEX
14
+2
CON
14
+2
INT
6
-2
WIS
12
+1
CHA
16
+3
49
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+2 Dexterity
+5 Constitution
-2 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
-2 Arcana INT
+3 Athletics STR
+6 Deception CHA
-2 History INT
+4 Insight WIS
+6 Intimidation CHA
-2 Investigation INT
skills
+1 Medicine WIS
-2 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Maul +6 STR 2d6+3 Blugeoning
 Heavy, Two-Handed
Battleaxe +6 STR 1d8+3 Slashing
 Versatile (1d10)
Crossbow, light +5 DEX 1d8+2 Piercing
 Ammunition, Loading, (Range 80/320), Two-Handed
Attacks
Fighting Style
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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

----------------------------------------

Martial Archetype : Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. 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.
----> Commanding Presence: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
----> 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.
----> 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.

Superiority Dice. 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. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. 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:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Features & Traits
▾ Chain mail.
▾ A maul and a battleaxe.
▾ A light crossbow and 20 bolts.
▾ Dungeoneer's pack.
▾ A disguise kit.
▾ A costume, featuring a dirty white curved mask with a handrawn smiley face painted on it in some rusty color, a dark blue and red argyle cloak, baggy pants that obscure the shape of legs and a plain white tunic.
▾ A pouch containing 10gp.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages Include:
▾ Common
▾ And another, far less commonly spoken one.

Proficiencies Include:
▾ All armor and shields.
▾ Simple weapons and martial weapons.
▾ Disguise kit and weaver's tools.

Languages & Proficiencies
▾ I think far ahead, a detachedness often mistaken for daydreaming.
▾ I cultivate a single obscure hobby or study and eagerly discuss it at length.

Personality Traits
▾ Destiny. Nothing and no one can steer me away from my higher calling.
▾ Might. If I become strong, I can take what I want – what I deserve

Ideals
▾ What I do, I do for the world. The people don't realize how much they need me.
▾ I am exceptional. I do this because no one else can, and no one can stop me.

Bonds
▾ I am callous about death. It comes to us all eventually.
▾ I have trouble trusting in my allies.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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