+7 | Strength |
+1 | Dexterity |
+5 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
+1 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+7 | Athletics |
-1 | Deception |
+3 | History |
+1 | Insight |
-1 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+4 | Perception |
-1 | Performance |
-1 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Longsword | 1d20+7 | 1d8+4 |
Javelin | 1d20+7 | 1d6+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Heavy Armor Common
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 18 | 15+ | YES |
Cost: 1,500 gp Weight: 65 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
DnD 5e SRD SRD
Melee Weapon Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 30/120 ft | Thrown |
Cost: 5 sp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
The statblocks of your class features
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
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. 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 if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Level | Proficiency Bonus | Features |
---|---|---|
1 | +2 | Fighting Style, Second Wind |
2 | +2 | Action Surge (1x) |
3 | +2 | Martial Archetype |
4 | +2 | Ability Score Improvement |
5 | +3 | Extra Attack (x1) |
6 | +3 | Ability Score Improvement |
7 | +3 | Martial Archetype Feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Indomitable (x1) |
10 | +4 | Martial Archetype Feature |
11 | +4 | Extra Attack (x2) |
12 | +4 | Ability Score Improvement |
13 | +5 | Indomitable (x2) |
14 | +5 | Ability Score Improvement |
15 | +5 | Martial Archetype Feature |
16 | +5 | Ability Score Improvement |
17 | +6 | Action Surge (x2), Indomitable (x3) |
18 | +6 | Martial Archetype Improvement |
19 | +6 | Ability Score Improvement |
20 | +6 | Extra Attack (x3) |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common
1d10 | Quirk | |
---|---|---|
1 | You analyze (out loud) the potential threat posed by every creature you meet. | |
2 | You don’t understand emotions and often misread emotional cues. | |
3 | You are fiercely protective of anyone you consider a friend. | |
4 | You often say the things you are thinking aloud without realizing it. | |
5 | You try to apply wartime tactics and discipline to every situation. | |
6 | You don’t know how to filter your feelings and are prone to dramatic emotional outbursts. | |
7 | You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status. | |
8 | You are obsessed with your appearance, and constantly polish and buff your armor. | |
9 | You are deeply concerned with following proper procedures and protocols. | |
10 | War is the only thing that makes sense to you, and you’re always looking for a fight. | |
Mode | Prerequisite | Effect |
Darkwood Core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) |
Composite Plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. |
Heavy Plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.