Male Human Criminal Fighter 5 XP: 11,870
Faction: The Harpers Renown: 4
Maximum Hit Points: 44
Hit Dice: 5d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]
|Initiative modifier:||+ 2||= + 2 [dexterity]|
|Attack (handheld / thrown):||+ 6||= + 3 [proficiency] + 3 [strength]|
|Attack (missile / finesse):||+ 5||= + 3 [proficiency] + 2 [dexterity]|
|Strength save:||+ 6||= + 3 [proficiency] + 3 [strength]|
|Dexterity save:||+ 2||= + 2 [dexterity]|
|Constitution save:||+ 5||= + 3 [proficiency] + 2 [constitution]|
|Intelligence save:||+ 0|
|Wisdom save:||+ 1||= + 1 [wisdom]|
|Charisma save:||+ 0|
|Insight (passive):||11||(16 with advantage)|
|Perception (passive):||14||(19 with advantage)|
Carry: 240 lb maximum
|Proficiencies:||Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons, Thieves Tools, Light Armor, Medium Armor, Heavy Armor|
Unarmed strike [+6 to hit; 1+3 bludgeoning]
Handaxe [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]
Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]
|Sharpshooter||No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage|
|Skill Name||Key Ability||Skill Modifier||Ability Modifier||Trained?||Misc. Modifier|
|Animal Handling||Wis||1 =||+1|
|Athletics||Str||6 =||+3||+ 3|
|Perception||Wis||4 =||+1||+ 3|
|Sleight of Hand||Dex||2 =||+2|
|Stealth||Dex||5 =||+2||+ 3|
|Survival||Wis||4 =||+1||+ 3|
At fighter level 5, as a battle master you know 3 maneuvers. These are:
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.
- You have underworld contacts.
- This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
- Second Wind: As an action, regain hit points equal to 1d10+5 (1d10 + your fighter level). Once per period between short rests.
- Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
- Level 5: Diero can attack twice when he takes the Attack action.
Battle Master Fighter (martial archetype)
- Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
- Level 3: Student of war — proficiency with blacksmith tools.
First Ability Score Improvement: Feat
Diero Dundragon’s Equipment:
Money: 95 gold pieces.
Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Backpack, Mess kit, Dice, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit, and Thieves’ tools.
Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad.
Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2
Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1