Fighter – Shadar-Kai - lvl 1
HP 11
Armor: All Armor, Shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Constitution
Skills: Perception, Survival
Equipment: Leather armor, Longbow, 20 arrows, Shortsword, Shield, 2 Handaxes,
explorer’s pack
Considered: Humanoid, Elf
Speed: 30ft
Size: 1.66m Medium
Age: 50
Languages: Common, plus another one
Blessing of the Raven Queen. As a bonus action, you can magically
teleport up to 30 feet to an unoccupied space you can see. You can
use this trait a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
o Starting at 3rd level, you also gain resistance to all damage
when you teleport using this trait. The resistance lasts until
the start of your next turn. During that time, you appear
ghostly and translucent.
Darkvision. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You
discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to
avoid or end the charmed condition on yourself.
Keen Senses. You have proficiency in the Perception skill.
Necrotic Resistance. You have resistance to necrotic damage.
Trance. You don’t need to sleep, and magic can’t put you to sleep.
You can finish a long rest in 4 hours if you spend those hours in a
trancelike meditation, during which you retain consciousness.
o Whenever you finish this trance, you can gain two
proficiencies that you don’t have, each one with a weapon or
a tool of your choice selected from the Player’s Handbook.
You mystically acquire these proficiencies by drawing them
from shared elven memory, and you retain them until you
finish your next long rest.
Battle Master
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of
the following options. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Superior Technique. You learn one maneuver of your choice from among
those available to the Battle Master archetype. If a maneuver you use
requires your target to make a saving throw to resist the maneuver's
effects, the saving throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any
superiority dice you have from another source). This die is used to fuel
your maneuvers. A superiority die is expended when you use it. You regain
your expended superiority dice when you finish a short or long rest.
Goading Attack
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.
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.