+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+7 | Strength | |
+3 | Dexterity | |
+4 | Constitution | |
+3 | Intelligence | |
+0 | Wisdom | |
-2 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+7 | Athletics | STR | |
-2 | Deception | CHA | |
+5 | History | INT | |
+0 | Insight | WIS | |
-2 | Intimidation | CHA | |
+5 | Investigation | INT |
+0 | Medicine | WIS | |
+3 | Nature | INT | |
+2 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
+3 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +7 | STR | 1d8+5 | piercing | |
Finesse | |||||
Whip | +7 | STR | 1d4+5 | Slashing | |
Finesse, Reach |
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, 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, you can use it twice before a rest, but only once on the same turn.
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
Rapier
Whip
A journal full of near-indecipherable scrawlings
Smith's Tools
Speaks Common & Giant
All Armor + Shields
Simple/Martial Weapons
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.