=== FIGHTER FEATURES ===
* Hit Points - Hit Die 1d10 • PHB 71
* Fighting Style • PHB 72
| Blind Fighting • TCoE 41
You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
As a free action, peep out from under blindfold.
* Second Wind • PHB 72
Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
Action Surge = 2 actions on your turn (one use per short rest)
| 1 / Short Rest • 1 Bonus Action
=== DEEP GNOME RACIAL TRAITS ===
* Ability Score Increases • MotM 5
| Increase two scores (+2 / +1) •
Increases strength by 2 and constitution by 1.
* Languages • MotM 5
Your character can speak, read, and write Gnomish and Undercommon. Your character knows conversational Common.
* Creature Type • MotM 11
You are a Humanoid but are also considered a gnome for any prerequisite or effect that requires you to be a gnome.
* Size • MotM 11
You are Small.
* Speed • DM Determination/Sub-Race Standard
Your walking speed is 25 ft.
* Darkvision • MotM 11
You can see in dim light within 120 ft. of you as if it were bright light and in darkness as if it were dim light and discern colors in that darkness as shades of gray.
* Gift of the Svirfneblin (Deep Gnome) • MotM 11
At 3rd level you can cast disguise self, and at 5th level you can cast nondetection once per long rest, without requiring material components. Once you cast either spell with this trait, you can’t cast that spell again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
Your spellcasting modifier is Wisdom (+0)
* Gnomish Magic Resistance • MotM 11
You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
* Svirfneblin (Deep Gnome) Camouflage • MotM 11
When you make a Dexterity (Stealth) check, you can make it with advantage 2 times per long rest.
| 2 / Long Rest • Special
=== Features ===
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
•When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
•While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
=== Martial Archetype ===
Battle Master
Maneuvers:
Commander's Strike:
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Rally:
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
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. Choose 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 you roll on your superiority die. The damage is of the same type dealt by the original attack.
Superiority Dice: 4d8
Maneuver Save DC: 14
Features & Traits