+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+0 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+1 | Arcana | INT | |
-1 | Athletics | STR | |
+6 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+6 | Intimidation | CHA | |
+1 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+6 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +2 | STR | 1d4-1 | piercing | |
Finesse, light, thrown (range 20/60) |
You have advantage on saving throws against poison, and you have resistance against poison damage.
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
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.
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.
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. Once you use this feature, you must finish a short or long rest before you can use it again.
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.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
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.
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.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Clover has a deeply empathetic nature and is always there to offer a listening ear or a comforting hug to those in need.
She has an insatiable curiosity about the world beyond her shire, eager to explore new places and meet new people.
Once she forms a bond with someone, Clover is fiercely loyal and devoted, willing to go to great lengths to support and protect her loved ones.
Clover maintains a positive outlook on life, always seeing the silver lining in any situation and spreading cheer to those around her.
She exudes boundless energy and enthusiasm, approaching every task and adventure with a lively and infectious spirit.
Clover is generous to a fault, always willing to lend a helping hand or share what she has with others, even if it means going without herself.
Once she sets her mind to something, Clover is unwavering in her determination to see it through, overcoming obstacles with grit and determination.
She embraces spontaneity and adventure, never shying away from the opportunity to try something new or embark on an impromptu journey.
Clover values the freedom to live her life on her own terms, unrestrained by societal expectations or conventions. She believes in the importance of personal autonomy and self-expression.
Clover believes in the power of love and compassion to heal wounds and unite communities. She strives to spread kindness and understanding wherever she goes, nurturing meaningful connections with others.
Clover admires bravery and resilience in the face of adversity, believing that true strength lies in the ability to persevere in the face of challenges. She strives to cultivate courage and resilience in herself and others, facing obstacles with determination and grace.
Clover cherishes the sense of belonging and community she finds in Greenleaf Grove, valuing the bonds of friendship and camaraderie that unite its residents. She believes in the importance of building strong, supportive communities where everyone feels welcome and valued.
Clover's deepest bond is with Calista, her beloved partner and companion. Their love for each other is the foundation of their shared journey, and they support and uplift each other through every challenge and triumph.
While she has left her family's farm behind, Clover still maintains a strong bond with her hobbit kin, often reminiscing about the happy memories of her childhood and the love she shares with her family members.
Clover feels a strong sense of belonging and connection to the community of Greenleaf Grove. She forms bonds with her fellow residents, forging friendships and alliances that enrich her life and provide her with a sense of support and solidarity.
Clover's upbringing on her family's pipeweed farm instilled in her a deep appreciation for the art of farming and cultivation. She feels a bond with the land and the crops she tends to at Greenleaf Farm, finding fulfillment in nurturing the earth and harvesting its bounty.
Clover is prone to acting on her emotions or whims without fully considering the consequences. Her impulsive nature can sometimes lead her into risky or hasty decisions, putting herself or others in jeopardy.
Despite her adventurous spirit, Clover can be somewhat naive and trusting, easily taken in by the charm or promises of others. Her trusting nature may leave her vulnerable to deception or manipulation.
Clover tends to see the world through rose-colored glasses, often underestimating the dangers or challenges she may encounter on her adventures. Her overly optimistic outlook may lead her to overlook potential threats or pitfalls.
Clover may occasionally be careless or heedless of her surroundings, failing to take proper precautions or consider the consequences of her actions. Her carefree attitude can sometimes lead to accidents or mishaps.
Clover can be stubborn and resistant to change, clinging to her own beliefs or opinions even in the face of evidence to the contrary. Her stubbornness may lead to conflicts or misunderstandings with others, as she struggles to compromise or see things from different perspectives.
Clover has a tendency to become impatient or frustrated when things don't go according to plan. Her impatience may lead her to rush through tasks or overlook important details, resulting in subpar outcomes or missed opportunities.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
None.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armour, you gain a +1 bonus to AC.
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.
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.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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. Once you use this feature, you must finish a short or long rest before you can use it again.
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.
You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
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.
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.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
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.
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.
When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre 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.
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.
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.
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 manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. 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 push the target up to 15 feet away from you.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
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.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original 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.
Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 6th, 8th, 12th, 14th, 16th and 19th level.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
You gain 1 class point.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
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:
You gain 1 class point.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Your weapon attacks score a critical hit on a roll of 18-20.
When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
You gain 1 class point.
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Level | Class Points | Abilities | Optional Abilities |
---|---|---|---|
1 | 0 | Fighting Style, Second Wind | --- |
2 | 0 | Action Surge | --- |
3 | 1 | Superiority Dice, Manoeuvres | Danger Sense, Combat Inspiration |
4 | 1 | Ability Score Improvement | --- |
5 | 1 | Extra Attack | --- |
6 | 1 | Ability Score Improvement | --- |
7 | 1 | Superiority Die Improvement | --- |
8 | 1 | Ability Score Improvement | --- |
9 | 1 | Indomitable | --- |
10 | 2 | --- | Stillness of Mind, Know Your Enemy, Additional Fighting Style |
11 | 2 | Extra Attack Improvement | --- |
12 | 2 | Ability Score Improvement | --- |
13 | 2 | Superiority Die Improvement, Indomitable Improvement | --- |
14 | 2 | Ability Score Improvement | --- |
15 | 2 | --- | --- |
16 | 2 | Ability Score Improvement | --- |
17 | 3 | Indomitable Improvement | Volley, Whirlwind Attack, Superior Critical, Relentless |
18 | 4 | --- | Fighter's Senses |
19 | 4 | Ability Score Improvement | --- |
20 | 4 | Extra Attack Improvement | --- |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have proficiency in nature, insight and perception.
You have proficiency in brewer's tools.
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.