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Ktherre

5 Level (0/14000 XP for level-up) Outlander (Exile) Background Human Race / Species / Heritage Neutral Evil Alignment
Fighter (Battle Master)
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
18
+4
DEX
16
+3
CON
16
+3
INT
15
+2
WIS
16
+3
CHA
14
+2
49
Hit Points
+3
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
4 / 4
Superiority Dice
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+3 Dexterity
+6 Constitution
+2 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+7 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+6 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +7 STR 1d8+4 slashing
 Versatile (1d10)
Longbow +6 DEX 1d8+3 piercing
 Ammunition, range (150/600), heavy, two-handed
Handaxe +7 STR 1d6+4 slashing
 Light, thrown (20/60)
Attacks
Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
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. 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)


Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Heavy Armor Master: You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.


Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Features & Traits
Plate, longbow, arrows (20), longsword, shield, handaxe (2), staff, hunting trap (2), backpack, a crowbar, a hammer, pitons (10), torches (10), a tinderbox, rations (10), waterskin, hempen rope (50 ft)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages: Common, Sylvan, Infernal
Tools: Pan flute, Thieves' Tools
Weapons: Simple weapons, martial weapons
Armor: All armor, shields

Languages & Proficiencies
Battle Master Maneuvers:

  • Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

  • 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.



Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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