Attack. You can attack twice when you take this action, using the following:
+1 battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or 1d10 + 4 if using 2-handed.
handaxe. Melee or Ranged Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 3 slashing damage.
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 (Recharges after a Long or Short rest). On your turn, you may heal a number of hit points equal to 1d10 + your fighter level as a bonus action.
Action Surge. On your turn, you may take another action. This recharges on a Short or Long Rest.
Born to the Saddle. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark (3x for Retort, recharge on long rest). When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Chainmail, chain shirt, +1 breastplate, +1 battleaxe, longsword, 2 handaxes, unbreakable arrow, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 ft of hempen rope, brewer’s supplies, insignia of Stokley’s Boys, broken duergar dagger, deck of cards, set of common clothes, set of cold weather gear, snow shoes, crampons, and a pouch containing 109 gp gp
Background Info (Soldier):
You were raised by the dwarves of Kelvin’s Cairn, trained to fight orcs and other threats lurking in the Spine of the World mountains. Auril the Frostmaiden has cast an evil spell over Icewind Dale, and you struggle to see how a soldier’s training can save this land from so terrible a doom. Still, you are not about to give up on the people of Ten-Towns.
Safe Haven. Clan Battlehammer recognizes you as a friend and provides information or shelter, but not at the risk of their own lives.
Personality Trait. I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
Ideal. Aspiration. I work hard to be the best there is at my craft. (Any)
Bond. I am looking to start a life in Good Mead and learn to brew their signature drink!
Flaw. I’m never satisfied with what I have — I always want more.
Resilient. (+1 Wis, incl.) You gain proficiency in saving throws using the chosen ability.