Tar and Feathers
Ht: 5’ 8"
Wt: 132 lbs.
Passive Perception: 12
Alignment: Lawful Neutral
+1 Int and +2 Cha
Darkvision: Superior vision in dark and dim conditions, can see in dim light within 60ft. as if it were bright light and in darkness as if it were dim light.
Hellish Resistance: Fire resistance.
Infernal Legacy: Can use the Thaumaturgy cantrip, Can cast Hellish Rebuke as a 2nd level spell, Cha is my spell casting ability.
Languages: Speak, read, and write Common and Infernal.
Proficiencies: All armor and shields, simple and martial weapons.
Saving Throws: Strength and Constitution
Proficiency Bonus: +2
Student of War: Cartographer’s Tools
Fighting Style: Defense (While wearing armor +1 bonus to AC.)
Second Wind: On my turn use bonus action to regain 1d10 + fighter level hit points.
Action Surge: On my turn can take one additional action, short or long rest before using again.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: Dragon Chess
Personality Trait: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
Ideal: It is my duty to protect and care for the people beneath me.
Bond: I am in love with the heir of a family that my family despises.
Flaw: I hide a truly scandalous secret that could ruin my family forever.
Chain Mail: AC 16, disadvantage on stealth, 55 lbs.
Shield: AC +2, 6 lbs.
Martial Weapon: Warhammer, 1d8 bludgeoning, 2 lbs., versatile (1d10).
Explorer’s Pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft. of hempen rope.
Cartographer’s Tools: 6 lbs.
Background: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.
Martial Archetype: Battle Master
Superiority Dice: 4d8
Maneuvers: Save DC of 8 + Proficiency bonus + Str/Dex
1st Maneuver: Goading Attack (On hit can spend 1 superiority die to have target make a Wis saving throw, add superiority die to attacks damage, failure causes the target to have disadvantage on attacks made against targets other than me until the end of my next turn.)
2nd Maneuver: Disarming Strike (On hit can spend 1 superiority die to have target make a Str saving throw, add superiority die to attacks damage, failure causes target to drop 1 item I choose before saving throw.)
3rd Maneuver: Menacing Attack (On hit can spend 1 superiority die to have the target make a Wis saving throw, add superiority die to attacks damage, failure causes target to become frightened of you until the end of your next turn.)
Acrobatics: +4 P
Animal Handling: +1
History: +2 P
Intimidation: +4 P
Perception: +3 P
Sleight of Hand: +2