+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+4 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+4 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+0 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+0 | Medicine | WIS | |
+0 | Nature | INT | |
+0 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scythe | +4 | STR | 2d4+2 | slashing |
Grappler
Black Half Plate (spiked, rusted) (Med. Armour, disadv. on stealth checks, AC=15+DEX max+2), Scythe, Handaxe,
Sailing
Common and Primordial
All armor, shields
Simple weapons, martial weapons
Navigator's Tools
Lust
Taller individual; 6'7. Light brown eyes, Black curled hair (Jerry curls, James brown Black, rusted helm (scar down left eye socket) covering face/eyes; Black cape; Rusty chainmail greeves
Keel was part of a salvage crew that first discovered the Tooth Crater. After contact, he became volatile—raving about things that had never existed. He was quarantined and scrubbed, but gaps remain in time and ultimately the scrubbing was partially unsuccessful. He shouldn't remember the tooth…
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life they left behind. There are greater risks, perhaps, but also much greater rewards.
You adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapons must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to protect yourself form 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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of you regular action and a possible bonus 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.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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 four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use the feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You start with the following equipment, in addition to the equipment granted by your background.
Wrangler
Level | Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
The archetypal Champion focuses on the development of raw physical power hone to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a role of 19 or 20.
Starting at 7th level, you can add half your proficiency bonus (rounded up) to an Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
At 10th level, you can choose a second option from the Fighting Style class feature.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Strength 13 or higher
You’ve developed the skills necessary to hold your own in close--quarters Grappling. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams. Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment Independent and self-reliant, genasi tend toward a neutral alignment. Acid Resistance You have resistance to acid damage. Amphibious You can breathe air and water. Swim You have a swimming speed of 30 feet. Call to the Wave You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
SRD
1-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.