Identity
Background
Soldier
Class
Fighter
Subclass
Battlemaster
Character Level
4
Vital Statistics
AC (Mod)
15 (+2)
Unarmored AC
14
Max HP
62
Current HP
Temp HP
Hit Dice
d10
Hit Dice Spent
Resistances and Immunities
Ability Scores
Strength (Mod)
18 (+4)
Dexterity (Mod)
16 (+3)
Constitution (Mod)
15 (+2)
Intelligence (Mod)
11 (0)
Wisdom (Mod)
12 (+1)
Charisma (Mod)
12 (+1)
Proficiency Bonus and Saving Throws
Proficiency Bonus
+2
Strength Save
+6 (Proficient)
Dexterity Save
+3
Constitution Save
+4 (Proficient)
Intelligence Save
0
Wisdom Save
+1
Charisma Save
+1
Passive Perception
15
Movement and Senses
Initiative
+ 5
Speed
30
Senses
Skills
Athletics (STR)
+6 (Proficient)
Acrobatics (DEX)
+3
Sleight of Hand (DEX)
+3
Stealth (DEX)
+3
Arcana (INT)
+0
History (INT)
+0
Investigation (INT)
+0
Nature (INT)
+0
Religion (INT)
+0
Animal Handling (WIS)
+5 (Expertise)
Insight (WIS)
+3 (Proficient)
Medicine (WIS)
+1
Perception (WIS)
+1
Survival (WIS)
+3 (Proficient)
Deception (CHA)
+1
Intimidation (CHA)
+3 (Proficient)
Performance (CHA)
+1
Persuasion (CHA)
+3 (Proficient)
Armor
Light
Medium
Heavy
Shields
Light Shield
Medium Shield
Heavy Shield
Weapons and Shields
Simple
Martial
Weapon Mastery
Long Sword (Sap, Negate)
Shields (Bash, Formation)
Dirk (Light II, Punch)
Tools and Languages
Tools
Languages (Understand, Speak, Read, Write)
Common (U, S, R, W)
Illuskan (U, S, R, W)
Tethyrian (U, S)
Elvish (U, S)
Dwarvish (U, S)
Abilities
Feats: Tough, Alert, Savage Attacker (added to abilities section)

Action Surge: +1 action, 2 use per long rest

Protection
Use Reaction to interpose shield on ally w/in 5'. DIS on all attacks to ally until start of next turn

Tactical Mind
Additional Action for turn, recharge on any rest
Can use Second Wind to roll 1d10 to add to skill check. No use on Fail

Battlemaster Maneuvers
Superiority Dice recharge on any rest.

1) Bait and Switch
Swap places with ally within 5 ft. No opportunity attacks. Add Superiority Die roll to ally AC until start of Sildar's next turn.

2) Goading Attack
On hit, roll Superiority Die for additional damage. Target must succeed on Wisdom saving throw or have DIS on all attacks not against Sildar.

3) Menacing Attack
On hit, roll Superiority Die for additional damage. Target must succeed on Wisdom saving throw or be frightened until end of Sildar's next turn.

4) Rally
Bonus Action. Ally who can see or hear gains Temp HP = Roll Superiority Die + 1/2 Fighter Level
Equipment
check inventory section