Fast Character
 Verhath Ruddar
CLASS & LEVEL
Fighter 7 (Battle Master)
EXPERIENCE POINTS
24,150
PLAYER NAME
RACE
Hill Dwarf
BACKGROUND
Soldier
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
+4
19
DEX
+1
13
CON
+3
16
INT
+0
10
WIS
+1
13
CHA
-1
8
+3
PROFICIENCY
BONUS
+7 Strength Saves *
+1 Dexterity Saves 
+6 Constitution Saves *
+0 Intelligence Saves 
+1 Wisdom Saves 
-1 Charisma Saves 
* Prof. bonus added
+1  Acrobatics (Dex)
+4  Animal Handling (Wis) *
+0  Arcana (Int)
+7  Athletics (Str) *
-1  Deception (Cha)
+0  History (Int)
+1  Insight (Wis)
+2  Intimidation (Cha) *
+0  Investigation (Int)
+1  Medicine (Wis)
+0  Nature (Int)
+1  Perception (Wis)
-1  Performance (Cha)
-1  Persuasion (Cha)
+0  Religion (Int)
+1  Sleight of Hand (Dex)
+1  Stealth (Dex) (Disadv.)
+4  Survival (Wis) *

* Prof. bonus added
11

Armor: light armor, medium armor, heavy armor, shields

Weapons: simple weapons, martial weapons, battleaxe, handaxe, throwing hammer, warhammer

Tools: one type of gaming set, vehicles (land), brewer's supplies

Saving Throws: Strength, Constitution

Skills: Animal Handling, Athletics, Intimidation, Survival

Languages: Common, Dwarvish

ARMOR
CLASS
(AC)
18
Armor Worn: Chain mail and shield
INITIATIVE
+1
SPEED
25 ft.
HIT POINTS
74
HIT DICE
7d10
DEATH SAVES:   Success  O O O   Fail  O O O
WEAPON & UNARMED ATTACKS

Extra Attack. When making an Attack action, you may make two attacks rather than one.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 slashing damage. (If used two-handed in melee, does 1d10+4 damage.)

Javelin. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)

MAGIC & SPECIAL ATTACKS

Fighting Style: Protection. Use reaction with shield to cause disadvantage on attack against target in 5 feet.

EQUIPMENT & TREASURE
Carried Gear: chain mail armor (AC 16), shield (AC +2), longsword, javelin, smith's tools (anvil, hammers, tongs, etc.), gaming set (playing card set), belt pouch, set of common clothes, an insignia of rank, a trophy taken from a fallen enemy (dagger, broken blade, or piece of a banner)

Lifting and Carrying: 285 lbs. max. carrying capacity; 570 lbs. pushing or dragging (speed -5 ft.); 570 lbs. max. lift.

Coins & Gems: 587 gold pieces (gp); 66 silver pieces (sp); 77 copper pieces (cp); 11 gems (worth 50 gp each)
FEATURES, TRAITS & MORE

Alignment: Neutral Good. I help others according to their needs and promote compassion above all else.


Hill Dwarf Traits [PHB p. 20]

• Age: 96-years-old

• Medium Size (4' 1", 130 lbs.)

• Speed not reduced by heavy armor

• Darkvision (60 feet)

• Dwarven Resilience (versus poison)

• Dwarven Combat Training (var. weapons)

• Tool Proficiency (brewer's supplies)

• Dwarven Toughness (extra hit points)

• Stonecunning (stonework lore)


Class Features [PHB p. 70]

• Fighting Style (Protection)

• Second Wind (regain 1d10+7 h.p.)

• Action Surge (extra action in turn once betw. short rests)

• Extra Attack (2/attack)

• Remarkable Athlete (boost jumping and non-prof. Str, Dex, Con skills)

• Know Your Emeny (rate studied foe)


Combat Superiority

• five 1d8 Superiority dice per short or long rest

• Maneuver Save DC 15


Maneuvers Known [PHB p. 74]

• Feinting Attack (bonus action to gain adv. on attack)

• Precision Attack (add die to attack)

• Riposte (reaction attack when foe misses)

• Commander's Strike (ally uses your action to attack)

• Sweeping Attack (hit and attack another)


Background Features [PHB p. 140]

• Military Rank