+6 | Strength |
+1 | Dexterity |
+6 | Constitution |
-1 | Intelligence |
+0 | Wisdom |
+1 | Charisma |
+1 | Acrobatics |
+0 | Animal Handling |
-1 | Arcana |
+5 | Athletics |
+1 | Deception |
-1 | History |
+2 | Insight |
+3 | Intimidation |
-1 | Investigation |
+0 | Medicine |
-1 | Nature |
+2 | Perception |
+1 | Performance |
+1 | Persuasion |
-1 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Warhammer of Warning (Advantage on Initiative Rolls) | 1d20+6 | 1d8+3 |
Unarmed | 1d20+6 | 4 |
Crossbow, Light (80/320) | 1d20+4 | 1d8+1 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Heavy Armor Common
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 16 | 13+ | YES |
Cost: 75 gp Weight: 55 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
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Bludgeoning | Versatile |
Cost: 15 gp Weight: 2 lb
PHB, page 150. Available in the SRD.
Ammunition Varies
Cost: 1 gp Weight: 1.5 lbs
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
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.
This stat block is a work in progress. Age – Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. Alignment – Hobgoblins are the most lawful of the greenskins, forming societies that function more like a mercenary company than a traditional tribe. Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Martial Training – You are proficient with one exotic weapon of your choice and one exotic light armor of your choice. Saving Face – Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Orclin.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.