Figther (6) - Man at Arms
Figther (6) - Man at Arms
Figther (6) - Man at Arms
INSPIRATION
STRENGTH
19 +2 25
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
19 PERSONALITY TRAITS
+2 ●
+5 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
14 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+5 Acrobatics (Dex) SUCCESSES
14 6x(1d10+2)
+2 Animal Handling (Wis) FAILURES
-1 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 +2 Insight (Wis)
Rapier +7 1d8+4 piercing
Backpack
WISDOM ●
0 Intimidation (Cha)
+2 Investigation (Int)
Crossbow, light +5 1d8+2 piercing
Bedroll
+5 Medicine (Wis) Longsword +7 1d8+4 slashing
Chain mail
+2
●
●
-1 Nature (Int)
+5 Perception (Wis) Number of Cook's Utensils
14
0 Performance (Cha)
Attacks: 2 Crossbow bolt
CHARISMA
0
-1
Persuasion (Cha)
Religion (Int)
x20
0 +2 Sleight of Hand (Dex) Mess kit
10
●
+5 Stealth (Dex) Rations (1 day)
+5 Survival (Wis)
x10
●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Damage Resistances: poison
Dwarven Resilience. Advantage on poison saves, resistance to poison damage.
Stonecunning. 2X prof bonus on stonework-related history checks.
----------Bonus Actions----------
Second Wind. Regain 1d10 +6 HPs (use once/rest).
---------------Actions--------------
Action Surge. Take an extra action (use once/rest).
-----------Other Traits------------
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)
-Grappling Strike: Immediately after you hit a creature with a melee attack on your turn,
you can expend one superiority die and then try to grapple the target as a bonus action
(see the Player's Handbook for rules on grappling). Add the superiority die to your Strength
(Athletics) check.
-Menacing Attack: When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to frighten the target. You add the superiority die to the attack's
damage roll, and the target must make a Wisdom saving throw. On a failed save, it is
frightened of you until the end of your next turn.
-Precision Attack: When you make a weapon attack roll against a creature, you can
expend one superiority die to add it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are applied.
-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 creature. If you
hit, you add the superiority die to the attack's damage roll.
-Trip Attack: When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to knock the target down. You add the superiority die to the
attack's damage roll, and if the target is Large or smaller, it must make a Strength saving
throw. On a failed save, you knock the target prone.