+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+5 | Strength | |
+2 | Dexterity | |
+4 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
-1 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+5 | Athletics | STR | |
-1 | Deception | CHA | |
+2 | History | INT | |
+1 | Insight | WIS | |
-1 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
-1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +5 | STR | 1d8+3 | piercing | |
Light Crossbow | +5 | DEX | 1d8+2 | piercing | |
Two-Handed, Ammunition, Loading, Ranged Weapon Attack |
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.
Fighting Style: Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.