| Classes/Levels |
HP: 10/31 | AC 18 | Init: -1 | Saves: Str: +6; Dex: -1; Con: +5; Int: +2; Wis: +1; Cha: +1 | PP 13 | PI 13 |
| Gender |
- | Second Wind : 0/1 | Action Surge 0/1 | Combat Superiority: 2/4 | |
About Rurik Holderhek
Rurik Holderhek
LN Male Dwarven Fighter 3
Initiative: -1
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Hit Points: 31 (1d10 + 3)
Armor Class: 18 (Chainmail + Shield)
Saving Throws: Strength, Constitution
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Combat
Speed: 25', Not Hindered By Heavy Armor
Warhammer +6 (1d8 + 6B)
Handaxe +6 (1d6+4(6)B,20/60, 20/20)
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STR 19 (+4), DEX 9 (-1), CON 16 (+3), INT 14 (+2), WIS 12 (+1), CHA 13 (+1)
Proficiency Bonus: +2
Skill Proficiencies: Athletics+6, Insight+3, Investigation +4, Perception +3
Passives: Insight 13, Investigation 14, Perception 13, Stealth 9
Armor Proficiencies: All armor, Shields
Weapon Proficiencies: All
Tool Proficiencies: Smith's Tools
Languages: Common, Dwarven, Deep Speech, Gnomish
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Features
Darkvision: 60'. Dim = Bright, Darkness = Dim
Dwarven Resilience: Advantage on saving throws versus poison and resistance against poison damage.
Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, and warhammer
Dwarven Armor Training: Proficiency with light & medium armor
Tool Proficiency: Gain proficiency with either; smith's tools, brewer's tools, or mason's tools
Stonecunning: Whenever I make a Int (History) check related to the origin of stonework, considered proficient in History and add double the bonus.
Fighter:
Fighting Style
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
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 1d 10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, 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 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.
Combat Superiority
4d8 only one maneuver per attack, (DC14)
-- 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. W hen you do so, choose a friendly creature w ho 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.
-- Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
-- Trip Attack. W hen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
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Gear
chainmail (AC 16), metal shield (+2 AC), warhammer, Handaxe x 2, A uniform from Mithral Hall watch, a horn, manacles, a pouch, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin. 50 feet of hempen rope
Currency
CP:
SP:
EP:
GP:
PP:
[Dice=Warhammer+6]1d20+6[/dice]
[Dice=Damage]1d8+6[/dice]