Skinner, Fighter
Skinner Fighter
Medium Human, Soldier, Chaotic Neutral
STR
19
( +4 )
DEX
14
( +2 )
CON
17
( +3 )
INT
10
( +0 )
WIS
12
( +1 )
CHA
12
( +1 )
• Fighting Style (Great Weapon Fighting) • Second Wind (regain 1d10+10 h.p.) • Action Surge (extra action in turn once betw. short rests) • Extra Attack (2/attack) • Indomitable (reroll save 1 time betw. long rests) • Remarkable Athlete (boost jumping and non-prof. Str, Dex, Con skills) • Know Your Emeny (rate studied foe)
Maneuvers Known
• Feinting Attack (bonus action to gain adv. on attack)
• Precision Attack (add die to attack)
• Riposte (reaction attack when foe misses)
• Commander's Strike (ally uses your action to attack)
• Sweeping Attack (hit and attack another)
• Evasive Footwork (add die to AC)
• Pushing Attack (hit foe, STR save or moved 15 ft.)
Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.
Actions
Maul. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 2d6+5 bludgeoning damage. (Must be used two-handed.)
Javelin. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1d6+5 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)
Long sword Melee Weapon Attack +9 to hit 1d10 +6 damage
Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.
Comments