Fighter [Battle Master ] (3) Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Cori Calvo
Elf/Wood Elf Neutral 1800
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I'm always picking things up, absently fiddling with them, and
16 +1 35 sometimes accidentally breaking them.
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I'm driven by a wanderlust that led me away from home.
I once ran twentyfive miles without stopping to warn my
clan of an approaching orc horde. I'd do it again if I had to.
15 PERSONALITY TRAITS
Hit Point Maximum 36
+4 Strength
DEXTERITY Change. Life is like the seasons, in
+1
+1 Dexterity
+4 Constitution
36 constant change, and we must change
with it.
CURRENT HIT POINTS IDEALS
+1 Intelligence
12 +2 Wisdom
1 Charisma I've been searching my whole life for
CONSTITUTION
the answer to a certain question.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
+1 Acrobatics (Dex) SUCCESSES I am too enamored of ale, wine, and other intoxicants.
14 +2 Animal Handling (Wis)
3x(1d10+2) Don't expect me to save those who can't save themselves. It
FAILURES is nature's way that the strong thrive and the weak perish.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +4 Athletics (Str)
+1 1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Handaxe +4 1d6+2 slashing Backpack
12 +2 Insight (Wis)
Bedroll
+1 Intimidation (Cha) Greatsword +4 2d6+2 slashing
Chain mail
WISDOM +3 Investigation (Int)
Battleaxe +4 1d8+2 slashing Clothes, traveler’s
+4 Medicine (Wis)
+2 +1 Nature (Int)
Hunting trap
Number of Attacks: 1 Mess kit
+4 Perception (Wis)
14 Pouch
1 Performance (Cha)
1 Persuasion (Cha)
Rations (1 day) x10
CHARISMA Rope, hempen
+1 Religion (Int)
1 +1 Sleight of Hand (Dex)
Tinderbox
+1 Stealth (Dex)
Torch x10
8
+4 Survival (Wis)
Waterskin
Inmovable rod
SKILLS ATTACKS & SPELLCASTING
394Gold
14 PASSIVE WISDOM (PERCEPTION)
CP
SP
Tool Proficiencies: Viol
EP
Weapon Proficiencies: Martial; Simple
Armor Proficiencies: Heavy; Light; GP 10
Medium; Shields
PP
Language Proficiencies: Celestial;
Common; Dwarvish; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
100 180 75
AGE HEIGHT WEIGHT
Blue White Grey
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: magical-sleep
----------Bonus Actions----------
Second Wind. Regain 1d10 +3 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
Cartographer's tools. You are proficient with Cartographer's tools.
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, which are detailed under "Maneuvers" on page 74 of the PHB. Many maneuvers enhance an attack in some w
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 w
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 y
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).
Elf Weapon Training. You have proficiency with the longsword shortsword, shortbow, and longbow.
Fey Ancestry. Advantage on charmed saves and immune to sleep magic.
Fleet of Foot. Your base walking speed increases to 35 feet.
Great Weapon Fighting Style. 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
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.
Mask of the Wild. You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Pushing Attack. 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
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.
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 creatu
hit, you add the superiority die to the attack's damage roll.
Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Sweeping Attack. 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
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 yo
your superiority die. The damage is of the same type dealt by the original attack.
Trance. Trance 4 hrs. instead of sleep 8.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you
you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.