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Vall Amakiir

3 Level (0/2700 XP for level-up) Soldier Background Wood Elf Race / Species / Heritage Choatic Good Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
16
+3
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
12
+1
37
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+4 Dexterity
+5 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+1 Deception CHA
+1 History INT
+2 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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

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.

Wood Elf

ability score increase: Dexterity +2, Wisdom +1
age: Mature around 80-100 years, living around 1200 years
Size: Medium
speed: 35'
Languages: Common, Elvish
race features:
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60' as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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Created by

MysticHaze98.

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