5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Unarmed | +5 | 1d4+3 bludgeoning | %3% | |
Greatsword | +5 | 2d6+3 | %3% | |
Light crossbow | +4 | 1d8+2 | %3% |
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.
Martial Adept + Superior Technique
You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). 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 regain your expended superiority dice when you finish a short or long rest.
Maneuvers:Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Commanding PresenceWhen you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Feinting AttackYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
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.
Martial Adept + Superior Technique
You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
You gain one superiority die, which is a [d6] (this die is added to any superiority dice you have from another source). 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 regain your expended superiority dice when you finish a short or long rest.
Maneuvers:
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
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Their contribution stands as a beacon of hope for all adventurers!