Gonvar Feathertide
Guard
Background
Fighter
Class
Human
Species
Battle Master
Subclass
3
Level
Xp
Armour
Class
14Shield
Hit Points
Current
Temp
29Max
Hit Dice
Spent
3d10Max
Death
Saves
Successes
Failures
Exhaustion
Proficiency Bonus
2
Strength
+3
16
+5Saving Throw
+5Athletics
Dexterity
+2
14
Saving Throw
+4Acrobatics Sleight of Hand Stealth
Constitution
+1
13
+3Saving Throw
Heroic Inspiration
Intelligence
-1
8
Saving Throw
Arcana+1History Investigation Nature Religion
Wisdom
+1
12
Saving Throw
Animal Handling Insight Medicine+3Perception+3Survival
Charisma
+1
12
Saving Throw
Deception+3Intimidation Performance Persuasion
Equipment Training & Proficiencies
Armor Training
Light
Medium
Heavy
Shields
Weapons
Simple and Martial weapons
Tools
Playing Card Set, Woodcarver's tools
Languages
Common
Initiative
+4Speed
30 ft.Size & Type
Medium HumanoidPassive Perception
13Weapons & Damage Cantrips
| Name | Atk / DC | Damage & Type | Mastery | Notes |
|---|---|---|---|---|
| Scimitar | +5 | 1d6+3 Slashing | Nick | Light, Finesse |
| Dagger | +5 | 1d4+3 Piercing | Nick | Light, Finesse, Thrown (range 20/60) |
| Pike | +5 | 1d10+3 Piercing | Push | 2-handed, Heavy, Reach (+5ft melee) |
| Crossbow | +4 | 1d8+2 Piercing | Slow | Ammo (bolt; 80/320), Loading, 2-handed |
Resources
Second Wind[1/Short Rest, all on Long Rest]
Action Surge[Any Rest]
Superiority Dice (d8)[Short Rest]
Class Features
Weapon Mastery. You have mastery over 3 different weapons. You can choose to switch one mastery to a different weapon on finishing a Long Rest
Interception fighting style.(Reaction) When a creature you see hits another creature within 5ft of you with an attack roll, you can take a Reaction to reduce the damage by 1d10 + 2. You must be holding a Simple / Melee weapon or Shield to do this.
Second Wind.(Bonus Action, Cost: 1 Second Wind charge) Regain Hit Points equal to 1d10+3
Tactical Mind.(Cost: 1 Second Wind charge) When you fail an Ability check, you can roll 1d10 and add to the roll. Second Wind charge not spent if check still unsuccessful
Action Surge. Take 1 extra Action (except magic)
Combat Superiority. You have 4 Superiority Dice (each a d8). You regain all expended dice on a Short or Long Rest. You know manoeuvres from the Battle Master list.
Commanding Presence.(Cost: 1 Superiority die) When you make an Intimidation, Persuasion or Performance check, you can expend 1 Superiority die and add the result to the roll
Bait and Switch.(Cost: 1 Superiority die) On your turn, within 5ft of a willing creature, you can spend a Superiority die + 5ft of movement to switch places with them. Until the start of your next turn, you OR that creature has additional AC equal to the superiority die roll
Trip Attack.(Cost: 1 Superiority die) On hitting a creature with a weapon or unarmed strike, expend a Superiority die and add it to the damage. If the target is Large or smaller, it must succeed on a Str. saving throw (DC 13) or falls Prone
Species Traits
Resourceful. Gain heroic inspiration on completing a Long Rest
Feats
Alert.
- Your proficiency bonus is added to your Initiative roll
- You may swap your initiative with any willing ally after rolling
Savage attacker. Once per turn, you may roll a weapon's damage dice twice and use either rolls.
Notes
Appearance
Humans are numerous and resourceful. Spread throughout the Five Nations of Khorvaire
Backstory & Personality
You have spent years guarding settlements or supply lines. Being watchful of the dangers, not just from outside, but from within as well
Equipment
Backpack, Bedroll, Tinderbox, Water skin, Traveler's cloak, Manacles, Hooded lantern, Rope, Playing cards
Woodcarver's tools
Rations (days) = 5
Oil flasks = 2
Torches = 5
Crossbow bolts = 20
Studded Leather Armour
Magic Item Attunement
Coins & Treasure
CP
SP
EP
GP
PP