Battlemaster Fighter 3 Farmer
CLASS & LEVEL BACKGROUND PLAYER NAME
Placeholder
Humano
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 19 2 9m
1 2 PROFICIENCY BONUS
12 PERSONALITY TRAITS
Hit Point Maximum 25
3 Strength
DEXTERITY 2 Dexterity
2
CURRENT HIT POINTS
3 Constitution
2 Intelligence
14 1 Wisdom
IDEALS
2 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
1 4 Acrobatics (Dex)
3
12 1 Animal Handling (…
2 Arcana (Int) BONDS
INTELLIGENCE 1 Athletics (Str)
2
2 Deception (Cha) NAME ATK DAMAGE/TYPE
4 History (Int)
Rapier +4 1d8+2 Piercing
14 3 Insight (Wis)
2 Intimidation (Cha) ATTACKS & SPELLCASTING
2 Investigation (Int) FLAWS
WISDOM
1 Medicine (Wis)
1
15
4 Nature (Int) CP SP EP GP PP
3 Perception (Wis) Second Wind
12 1 Scale Mail
2 Performance (Cha) Action Surge
2 Persuasion (Cha) 1 Shield
Combat Superiority
CHARISMA
2 Religion (Int) 1 Explorer's Pack
Maneuvers
2 2
2
Sleight of Hand (D…
Stealth (Dex)
1 Herbalism Kit
1 Common Clothes
Lucky
Observant
14 1 Survival (Wis) 1 Iron Pot
1 Shovel FEATURES & TRAITS
SKILLS
EQUIPMENT
18 PASSIVE WISDOM (PERCEPTION)
TOOL: Carpenter's Tools, Herbalism Kit
LANGUAGE: Common, Elvish
ARMOR: All Armor and Shields
WEAPON: Simple and Martial Weapons
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: 4 Total:
CP SP EP GP PP
4
1 Axe SUPERIORITY DIE
1 Rapier
Total: Total:
ATTACKS & SPELLCASTING
Total: Total:
EQUIPMENT
NONE 0 0
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
4 0 7 0
1 0
5 0 8 0
2 0
9 0
FEATURES & TRAITS
Second Wind
You have a limited well of stamina that you can Maneuvers Observant
draw on to protect yourself from harm. On your Feinting Attack You can expend one superiority die Quick to notice details of your environment, you
turn, you can use a bonus action to regain hit points and use a bonus action on your turn to feint, gain the following benefits: Increase your
equal to 1d10 + your fighter level. Once you use this choosing one creature within 5 feet of you as your Intelligence or Wisdom score by 1, to a maximum
feature, you must finish a short or long rest before target. You have advantage on your next attack roll of 20. If you can see a creature's mouth while it is
you can use it again. against that creature this turn. If that attack hits, add speaking a language you understand, you can
the superiority die to the attack's damage roll. interpret what it's saying by reading its lips. You
Action Surge Goading Attack When you hit a creature with a have a +5 bonus to your passive Wisdom
Starting at 2nd level, you can push yourself beyond weapon attack, you can expend one superiority die (Perception) and passive Intelligence (Investigation)
your normal limits for a moment. On your turn, you to attempt to goad the target into attacking you. You scores.
can take one additional action. Once you use this add the superiority die to the attack's damage roll,
feature, you must finish a short or long rest before and the target must make a Wisdom saving throw.
you can use it again. Starting at 17th level, you can On a failed save, the target has disadvantage on all
use it twice before a rest, but only once on the same attack rolls against targets other than you until the
turn. end of your next turn. Riposte When a creature
misses you with a melee attack, you can use your
Combat Superiority reaction and expend one superiority die to make a
When you choose this archetype at 3rd level, you melee weapon attack against the creature. If you hit,
learn maneuvers that are fueled by special dice you add the superiority die to the attack's damage
called superiority dice. Maneuvers. You learn three roll.
maneuvers of your choice. Many maneuvers
enhance an attack in some way. You can use only Lucky
one maneuver per attack. You learn two additional You have inexplicable luck that seems to kick in at
maneuvers of your choice at 7th, 10th, and 15th just the right moment. You have 3 luck points.
level. Each time you learn new maneuvers, you can Whenever you make an attack roll, an ability check,
also replace one maneuver you know with a or a saving throw, you can spend one luck point to
different one. Superiority Dice. You have four roll an additional d20. You can choose to spend one
superiority dice, which are d8s. A superiority die is of your luck points after you roll the die, but before
expended when you use it. You regain all of your the outcome is determined. You choose which of the
expended superiority dice when you finish a short or d20s is used for the attack roll, ability check, or
long rest. You gain another superiority die at 7th saving throw. You can also spend one luck point
level and one more at 15th level. Saving Throws. when an attack roll is made against you. Roll a d20
Some of your maneuvers require your target to and then choose whether the attack uses the
make a saving throw to resist the maneuver's effects. attacker's roll or yours. If more than one creature
DC = 12 The saving throw DC is calculated as spends a luck point to influence the outcome of a
follows: Maneuver save DC = 8 + your proficiency roll, the points cancel each other out; no additional
bonus + your Strength or Dexterity modifier (your dice are rolled. You regain your expended luck
choice) points when you finish a long rest.
SPELLS