+5 | Strength |
+3 | Dexterity |
+5 | Constitution |
+1 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+1 | Arcana |
+5 | Athletics |
-1 | Deception |
+1 | History |
+2 | Insight |
+1 | Intimidation |
+1 | Investigation |
+2 | Medicine |
+1 | Nature |
+4 | Perception |
-1 | Performance |
-1 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
Weapon | Attack | Damage | Type | Info. |
---|---|---|---|---|
Light Crossbow | 1d20+4 | 1d8+2 | Piercing | Ammunition (80/320 ft.), loading, two-handed. |
Halberd | 1d20+5 | 1d10+3 | Slashing | Heavy, reach, two-handed. |
Scimitar | 1d20+5 | 1d6+3 | Slashing | Finesse, light. |
Handaxe | 1d20+5 | 1d6+3 | Slashing | Light, thrown (20/60 ft.). |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Heavy, Reach, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d10 | Slashing | Heavy, Reach, Two-Handed |
Cost: 20 gp Weight: 6 lb
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 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
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
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.
Warforged Resilience: You were created to have remarkable fortitude, represented by the following benefits:
Languages. You can speak, read, and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Trade Good Generic piece of Gold Common
Generic Goldcoin
Cost: 1GP
Player's handbook 154, Xanathat's Guide to Everything 84
Adventuring Gear Common
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.
DnD 5e SRD
Gaming Set Common
If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.
Cost: 1sp Weight: --