+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+5 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+5 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+4 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Langschwert | +5 | STR | 1d8+3 | Schnitt | |
Reichweite 5 ft., zweihändig geführt 1d10 | |||||
Langbogen | +3 | DEX | 1d8+1 | Durchschlag | |
Reichweite 150/600 ft. | |||||
Handaxt | +5 | STR | 1d6+3 | Schnitt | |
Reichweite 5 ft. (geworfen 20/60 ft.), leichte Waffe |
Der Charakter muss mit der Fey-Welt verbunden sein
Du hast Vorteil bei Roleplay Skillchecks gegen Fey-Wesen.
Level 2 in Fighter
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level in Fighter, you can use it twice before a rest, but only once on the same turn.
Level 3 in Fighter, Martial Archetype: Battle Master
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)
Martial Archetype: Battle Master
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Martial Archetype: Battle Master
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Martial Archetype: Battle Master
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 1 meter of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Aarakocra
You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Aarakocra
Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).
PHB
2-level Evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Der Charakter muss mit der Fey-Welt verbunden sein
Du hast Vorteil bei Roleplay Skillchecks gegen Fey-Wesen.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.