Dwarf/Mountain Dwarf,Fighter/Battle Master 2
Mercenary Veteran,Lawful Neutral
Armor Class
20
Hit Points
22
Speed
25 ft.
str
17 (+3)
dex
10 (0)
con
16 (+3)
int
8 (-1)
wis
13 (+1)
cha
12 (+1)
Proficiency Bonus
+2
Saving Throws
Str +5, Con +5
Skills
Athletics +5, Intimidation +3, Perception +3, Persuasion +3
Senses
passive Perception 13

Fighting Style: 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.

Dwarven Resilience.You have advantage on saving throws against poison, and you have resistance against poison damage

Stonecunning.Whenever you make an Intelligence (History) check related to the origin of stonework you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Darkvision.Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Second Wind.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 nish a short or long rest before you can use it again.

Action Surge.You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must nish 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.

Description

Moving from place to place, never long in one. Since I was a young dwarf I've dedicated my life to mastering the art of combat. When the job's been done, and the bodies lay strewn across the field, I pick up and move on - but only once I've been paid a fair wage, of course! Been around long enough to have a decent reputation and getting the job done right so finding the work I need never seems to be troublesome.

Actions

Javelin.Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft. Hit: 1d6 +3 piercing damage.

Greatsword.Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 2d6 +3 slashing damage.

Crossbow, light.Ranged Weapon Attack: +2 to hit, range 80/320 ft. Hit: 1d8 piercing damage.