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The Flag-Bearer

3 Level (0/2700 XP for level-up) Soldier Background Reborn Race / Species / Heritage Lawful good Alignment
Battle Master Fighter
Level 3
Hit Dice: 3/3
1d10+4 Class 1

STR
18
+4
DEX
10
+0
CON
18
+4
INT
12
+1
WIS
8
-1
CHA
16
+3
35
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
11
Passive Perception
5 / 5
Superiority dice (d8)
20 / 20
Bolts
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+0 Dexterity
+6 Constitution
+1 Intelligence
-1 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
-1 Animal Handling WIS
+3 Arcana INT
+6 Athletics STR
+3 Deception CHA
+1 History INT
-1 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flag-Bearing Glaive +6 STR 1d10+4 Slashing
 Heavy. Reach. Two-Handed.
Hand Crossbow +2 DEX 1d6 Piercing
 Range. Ammo. Light. Loading
Light Crossbow +2 DEX 1d8 Piercing
 Range. Ammo. Two-Handed. Loading
Attacks
  • Fighting Style: Superior Technique
    You learn one maneuver of your choice from among those available to the Battle Master archetype You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source).

  • Second Wind:
    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.

  • Action Surge:
    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

  • Student of War:
    Gain proficiency with one type of artisan's tools of your choice.

  • Combat Superiority:
    -You learn three maneuvers of your choice, You have four superiority dice, which are d8s, You regain all of your expended superiority dice when you finish a short or long rest.
    • Commander's Strike:

      When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
    • Maneuvering Attack:

      When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
    • Rally:

      On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
    • Menacing Attack:

      When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

  • Deathless Nature:
    • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
    • You have advantage on death saving throws.
    • You don't need to eat, drink, or breathe.
    • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

  • Knowledge from a Past Life:
    When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Military Rank:
    Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

  • Features & Traits
  • Chain mail

  • Flag-Bearing Glaive

  • Hand Crossbow

  • Light Crossbow

  • 20 Bolts

  • Explorers Pack:
    • Backpack
    • Bedroll
    • Mess kit
    • Tinderbox
    • 10 Torches
    • 10 days of rations
    • Waterskin
    • 50 ft of Hempen Rope

  • Playing cards

  • Standard-bearer insignia

  • Peice of a faded flag

  • Pouch

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Language:
    Common, Undercommon

    Proficiencies:
    light armor, medium armor, heavy armor, shields
    simple weapons, martial weapons
    vehicles (land), playing cards
    masons tools

    Languages & Proficiencies
    Race Ability Score Increases:
    +2 Str +1 Cha
    Proficencies:
    Arcana- Race
    Athletics- Background
    Intimidation- Background
    Perception- Class
    Religion- Race
    Survival- Class

    Index


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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