Kled

Half-Orc, Soldier, Fighter [Battle master- 7]

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 11 [+0] 12 [+1] 7 [-1] 10 [+0] 11 [+0]

Experience: 23000 [Next 8 at 34000]
Wounds: 68 [10 + Con, +6x D10+Con]
Saving Throws: Strength, Constitution
AC: 15
Passive Perception: 10

Proficiencies: [+3]
Weapons: All weapons.
Armour: All armour, Shields.
Tools: Vehicle land.
Skills: Intimidation, Athletics, Insight
Languages: Common, Orcish

Feats and Abilities:

  • Soldier: Military Rank
    • You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are o f a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognised.
  • Fighter:
    • Second wind: D10+ fighter level recharge short rest
    • Action surge: second turn recharge short rest
    • Extra attack

Tavern Brawler
Accustomed to rough-and-tumble fighting using
whatever weapons happen to be at hand, you gain the
following benefits:
• You are proficient with improvised weapons and
unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.

Charger
When you use your action to Dash, you can use a bonus action to make one melee w eapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

  • Battle Master:
    • Manoeuvres: You learn three maneuver of your choice, which are detailed under “Manoeuvers” below. Many manoeuvers enhance an attack in some way. You can use only one maneuvers per attack. You learn two additional maneuvers o f your choice at 7th, 10th, and 15th level. Each time you learn new maneuver, 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 o f 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 throw :14
      • Disarming strike: 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.
      • 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.
      • 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 attack's 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.
      • 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.
      • Commander’s Strike: When you take the Attack action on your turn, you can forgo one o f your attacks and use a bonus action to direct one o f 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 w eapon attack, adding the superiority die to the attack’s damage roll.
    • Know your Enemy: Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you ifthe creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
      • Strength score
      • Dexterity score
      • Constitution score
      • Armor Class
      • Current hit points
      • Total class levels (if any)
      • Fighter class levels (if any)

Equipment:

  • Chain armor
  • 2x handaxe
  • Long sword
  • explorers pack

Platinum 0
Gold 40
Silver 0
Copper 0


Personality

Traits:

  • I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
  • I can stare down a hell hound without flinching.
  • Ideal: In life as in war the stronger force wins (evil)
  • Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
  • Flaw: I'd rather eat my armour than admit I'm wrong.
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