Class Overview
Lvl | Class | Prof | Class Features |
1 | Fighter | +2 | Fighting Style, Second Wind, Human Feat (Medium Armor Master) |
2 | Fighter | +2 | Action Surge (One Use) |
3 | Fighter | +2 | Martial Archetype (Battle Master), Student of War |
4 | Fighter | +2 | Ability Score Improvement (Feat: Defensive Duelist) |
5 | Fighter | +3 | Extra Attack |
6 | Fighter | +3 | Ability Score Improvement (Feat: Sentinel) |
7 | Barbarian | +3 | Rage, Unarmored Defense, Rages 2/rest, Rage Damage +2 |
8 | Barbarian | +3 | Reckless Attack, Danger Sense |
9 | Barbarian | +4 | Primal Path (Path of the Berserker), Rages 3/rest |
Attributes
| Total | Race | lvl | Original |
STR | 16 | +1 | | 15 |
DEX | 16 | +1 | | 15 |
CON | 14 | | | 14 |
INT | 10 | | | 10 |
WIS | 8 | | | 8 |
CHA | 8 | | | 8 |
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Hitpoints |
Saves:
+7 Str (P)
+3 Dex
+6 Con (P)
+0 Int
-1 Wis
-1 Cha
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HP: 79
10 (Fighter1)
6*5 (Fighter2-6)
7*3 (Barbarian1-3)
2*9 (CON)
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Features
Fighter: |
City Secrets: | When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast. |
All Armor Proficiency |
Shield Proficiency |
Simple Weapon Proficiency |
Martial Weapon Proficiency |
Fighting Style: | Defense: While you are wearing armor, you gain a +1 bonus to AC. |
Second Wind: | Once per short rest: On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level (1d10+6). |
Action Surge: | Once per short rest: On your turn, you can take one additional action. |
Extra Attack: | you can attack twice, instead of once, whenever you take the Attack action on your turn. |
Barbarian: |
Rage: | Thrice per long rest: On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. |
Unarmored Defense: | While you are not wearing any armor, your Arm or Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. |
Reckless Attack: | When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. |
Danger Sense: | You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. |
Path of the Berserker: | Frenzy: You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. |
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Skills
Total | Skill | Attr | Proficiency |
+7 | Acrobatics | (Dex) | +4 (Fighter) |
-1 | Animal Handling | (Cha) | |
+0 | Arcana | (Int) | |
+7 | Athletics | (Str) | +4 (Fighter) |
-1 | Deception | (Cha) | |
+0 | History | (Int) | |
-1 | Insight | (Wis) | |
-1 | Intimidation | (Cha) | |
+0 | Investigation | (Int) | |
-1 | Medicine | (Wis) | |
+0 | Nature | (Int) | |
+3 | Perception | (Wis) | +4 (Human) |
-1 | Performance | (Cha) | |
-1 | Persuasion | (Cha) | |
-1 | Religion | (Wis) | |
+7 | Sleight of Hand | (Dex) | +4 (Urchin) |
+7 | Stealth | (Dex) | +4 (Urchin) |
-1 | Survival | (Wis) | |
Combat Stats
Melee Attack |
ATK: +7
+4 (Prof) +3 (Str)
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DMG: 1d8+3
1d8 (Warhammer) +3 (Str)
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Rage Attack |
ATK: +7
+4 (Prof) +3 (Str)
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DMG: 1d8+5
1d8 (Warhammer) +3 (Str) +2 (Rage)
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Ranged Attack (Thrown) |
ATK: +7
+4 (Prof) +3 (Str)
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DMG: 1d8+3
1d8 (Handaxe) +3 (Str)
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Defense |
AC: 21
10 (Base) +5 (Armor) +3 (Dex) +2 (Shield) +1 (Fighting Style)
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Feat Descriptions
Defensive Duelist: |
Prerequisite: | Dexterity 13 or higher |
Benefit: | When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. |
Medium Armor Master: |
Prerequisite: | Proficiency with medium armor |
Benefit: | You have practiced moving in medium armor to gain the following benefits:
• Wearing medium armor doesn’t im pose disadvantage on your Dexterity (Stealth) checks.
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. |
Sentinel: |
Benefits: | • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. |
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