Name
Age
Type
Height
Weight
Size
Race
Alignment
Languages
Class
Proficiency
Milo Fritz
165
Humanoid
4'1"
140
Medium
Ironforge Dwarf
Chaotic Good
Common, Dwarf
Ranger 5, Fighter 3
Vehicles (Air), Cards, Brewer's tools,
Theme (if I find one) :
HP
Initiative
Proficiency
Passive Perception
76
+3
+3
HA, funny
AC
Speed
Maneuver DC
16 (scale)
20ft
14
Str* : 16
Dex* : 16
Con* : 16
d20+6
d20+6
d20+6
Int : 10
Wis : 8
Cha : 12
d20
d20-1
d20+1
[DEX] Acrobatics : d20+3
[STR] Athletics*: d20+6
[WIS] Animal Handling* : d20+2
[INT] Arcana : d20+0
[CHA] Deception : d20+1
[INT] History : d20+0
[WIS] Insight : d20-1
[CHA] Intimidation*: d20+4
[INT] Investigation : d20+0
[WIS] Medicine : d20-1
[INT] Nature : d20+0
[WIS] Perception : d20-1
[CHA] Performance : d20+1
[CHA] Persuasion : d20+1
[INT] Religion : d20+0
[DEX] Stealth* : d20+6
[DEX] Sleight of Hand : d20+3
[WIS] Survival* : d20+2
Long Rifle-----------------
Attack 2-----------------
Attack 3------------------
etc
Attack Rolls
1d20+8
1d20+
1d20+
Damage Rolls
3d6+3 p
Additional Info
3d8 Maneuver Dice
Sturdy Build. Squat and tough, dwarves are bundles of muscle. You don't suffer encumbrance penalties (outside of hitting your max limit).
Darkvision. Long used to dwelling within the crags of mountains and caves, 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. CAN'T SEE SHIT, IDIOT
Archeological Explorer. You make double progress when searching or surveying archeological digs.
Stubborn Stature. You have advantage on saving throws against getting moved against your will or knocked prone.
Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Craft. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Dwarven Weapon Training. You have proficiency with the blunderbuss, long rifle, flintlock pistol, dwarven urgoshes, dwarven battle hammers, dwarven tossing hammers, and dwarven waraxes.
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.
Stoneform. As a bonus action, you can momentarily return yourself to an ancestral stony form to resist injury and purge yourself of affliction. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute. The stone form also rids you of any poisons, diseases, and you are immune to them while in this form. Any bleeding wounds also close. When you use Stoneform, you must complete a short or long rest to use it again.
Feature: Military Rank. You have a military rank from your career as a soldier. 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.
Favored Foe: Undead
1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style: Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Ranger Archetype
Hunter's Prey: Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Primeval Awareness. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Ability Score Improvement: Feature: Gunner.
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
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 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.
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.
Martial Archetype: Battle Master - 4d8 (Sup Dice)
Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Combat Superiority. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
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.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Bonus Feat: Resilient. +1 Strength, Con Saving Throws proficiency
SPELLS??? IM A DWARF, I DON'T NO SPELLS
Milo was an ex-gyrocopter pilot that lost both his legs and eyes in a horrible accident during the third war when he intentionally rammed his gyrocopter into an oncoming gargoyle. Not being one to stay down, once he was resurrected by a nearby paladin, he picked up a rifle from one of his nearby fallen brothers and continued to fight for the Alliance as a rifleman, standing tall on his belly in a prone position.
As one can expect, a blind dwarf with a rifle is a force to be feared by friend and foes alike. If it were up to him, he's still be fighting the good fight. Unfortunately, the standing armies of Azeroth no longer wanted him to fight. They saw him as a liability, and honestly wanted him to just retire finally, after his service in the third war.
Out of bitterness and a desire to not be kept down, Milo now travels Azeroth in search of people that will actually accept his help, wearing his old, now opaque Gyrocopter pilot glasses to not scare people with his missing eyes.
Background: Soldier
Role: Scout
Trait: I can stare down a hell hound without flinching. Mostly because, you know, he can't see the hell hound, and it sounds like a standard mutt.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
Flaw: I have little respect for anyone who hasn't fought beside me.
Soldier Items: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp
Scale Mail
Bayonet (5gp)
Long Rifle (500gp)
Ball Ammo (40) (20gp)
2 Pouches (1gp)
500 gold going to get Feat: Resilient
Playing Card Set
Common Clothes
Trophy: Gargoyle's Ear