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Brutus aus Kenck

5 Level (0/14000 XP for level-up) Soldier Background Human Race / Species / Heritage Chaotic Good Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
20
+5
DEX
12
+1
CON
17
+3
INT
9
-1
WIS
9
-1
CHA
9
-1
52
Hit Points
+1
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+1 Dexterity
+6 Constitution
-1 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
-1 Deception CHA
-1 History INT
-1 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
-1 Medicine WIS
-1 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glave +8 STR 1d10+5 slashing
 Heavy, Two-Handed, Reach
Longbow +8 STR 1d8+5 piercing
 heavy, two-handed, range 150/600
hand axe +8 STR 1d6+5 slashing
 thrown range 20/60
hand axe +8 STR 1d6+5 slashing
 thrown range 20/60
Dagger +8 STR 1d4+5 piercing
 finesse, light, thrown (range 20/60)
Attacks
Class Feats:
  • Fighting Style: Great Weapon Fighting
  • Second Wind
  • Action Surge (1 use)
  • Extra Attack

  • Background Feats:
  • Military Rank (Officer)

  • General Feats:
  • Polearm Master

  • Martial Archetype: Battle Master (4d8 Superiority Dice)
  • Saving Throws against maneuvers DC 8+prof.+STR
  • Riposte: 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 attacks damage roll.
  • 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.
  • Menacing 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.

  • Features & Traits
    Insignia of Rank (Belt)
    Dagger of his brother
    Board Game (Dame)
    Common clothes
    Belt pouch

  • Glave (1d10 slash, 6Ib., Heavy, reach, two-handed),
  • Longbow (1d8 pierce,range 150/600,heavy,two-handed)
  • Two handaxes (1d6 slash, 2Ib, thrown range (20/60))

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    - Common
  • Armor
  • Shields
  • Simple Weapons
  • Martial Weapons
  • Vehicles (land)
  • Board Games

  • Languages & Proficiencies
    - strenght is a virtue
  • self reliance is important
  • i can help my neighbor to achieve it but i can not take the growth away from him
  • A man needs a purpose

  • Ideals
    - I care about the strong but helpless
  • I care about those who act
  • I care for those that still have hope

  • Bonds
    - Compulsion to bring himself in danger
  • Often reckless
  • Not intelectual
  • Terrified of stagnation and decay

  • Flaws
    Narbe von Krallen (Murloc) im Nacken
    Narbe von Axthieb im Rücken

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    Glaive

    Weapon

    Common

    Heavy, Reach, 2-handed

    Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Martial Ranged 1d10 Slashing 10 ft

    Cost: 20 gp
    Weight: 6 lbs

    Dagger

    Weapon

    Common

    Finesse, Light, Thrown-range

    Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 20/60

    Cost: 2gp
    Weight: 1 lb

    merchants, loot, or scavenged

    Sledge Hammer

    Weapon

    Uncommon

    Type Damage Damage Range
    Martial Melee 1D8+STR Bludgeoning

    Cost: 45R.
    Weight: 2 slots

    Splint

    Armor (Heavy)

    Common

    Type AC STR Req. Stealth Dis.
    Heavy 17 15 Yes

    Cost: 200 gp
    Weight: 60 lbs

    The statblocks of your class features

    Fighter: Battle Master


    Hit Points

    Hit Dice: d10 per Fighter: Battle Master level
    Hit Points at first Level: 10 + CON modifier
    Hit Points at Higher Levels: 1d10 + your CON modifier per fighter level after 1st.

    Proficiences

    Armor: All armor, shields
    Weapons: All simple and martial weapons
    Tools: None
    Saving Throws: STR, CON
    Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

    Overview & Creation

    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.


    Class Features

    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.   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.   Know Your Enemy Starting at 7th level, 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:  

    • Strength score
    • Dexterity score
    • Constitution score
    • Armor Class
    • Current hit points
    • Total class levels, if any
    • Fighter class levels, if any
      Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.   Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.    

    Fighting Styles

    At first level, choose one of the following options.
    • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
    • Defense: While you are wearing armor, you gain a +1 bonus to AC.
    • 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.
    • 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.
    • Protection: 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.
    • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
     

    Second Wind

    At first level, 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 second level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

    Ability Score Improvement

    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Extra Attack

    Beginning at 5th 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.  

    Indomitable

    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. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


    Starting Equipment

    1. (a) chain mail or (b) leather armor, longbow, and 20 arrows
    2. (a) a martial weapon and a shield or (b) two martial weapons
    3. (a) a light crossbow and 20 bolts or (b) two handaxes
    4. (a) a dungeoneer's pack or (b) an explorer's pack
      Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


    LevelProficiency BonusFeatures
    1+2Fighting Style, Second Wind
    2+2Action Surge (1x)
    3+2Martial Archetype
    4+2Ability Score Improvement
    5+3Extra Attack (x1)
    6+3Ability Score Improvement
    7+3Martial Archetype Feature
    8+3Ability Score Improvement
    9+4Indomitable (x1)
    10+4Martial Archetype Feature
    11+4Extra Attack (x2)
    12+4Ability Score Improvement
    13+5Indomitable (x2)
    14+5Ability Score Improvement
    15+5Martial Archetype Feature
    16+5Ability Score Improvement
    17+6Action Surge (x2), Indomitable (x3)
    18+6Martial Archetype Improvement
    19+6Ability Score Improvement
    20+6Extra Attack (x3)

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human:Variant

    You're still a human, But one that chose to specialize.
    ability score increase: Two different ability scores of your choice increase by 1.
    age:
    Size: Medium
    speed:
    Languages:
    parent race: Human
    race features:
    Skills   You gain proficiency in one skill of your choice.
    Feat   You gain one feat of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    kaffeekanne.

    Statblock Type

    Character Sheet (latest)

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