
Operative
Luther
Primary Briefing
Well, what can i say to catch the attention of those who need their dirty deeds done dirt cheap...
Some say i have an accent, and they are bloody right.
Im good with the jobs that require infiltration, a lot of movement, a bit of brains, and any shit that needs a little finesse to be done. When the stealth fails, i'm very capable of handling a good fight, but i'll kill only if a have to, or if it is for the greater good.
I might look like the rest of the scum in this place, but im just here for a debt i have to pay. I will get the job done, you can be sure about that, but don't try to determine the methods i'll use. I might be bitter, but im not a rotten piece of shit.
Player Name: Luciano
Discord Name: @lucktr_12
Character Name: Luther
Species: Half Elf
Class: Fighter
Background: Criminal
Deity: Eldarionne
Imported Mechanics
Species, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
§CriminalBackground
- Ability Scores:. Dexterity, Constitution, Intelligence
- Feat:. Alert
- Skill Proficiencies:. Sleight of Hand, Stealth
- Tool Proficiency:. Thieves' Tools
- Equipment:. Choose A or B: (A) Dagger, Thieves' Tools, Crowbar, Pouch, Traveler's Clothes, 16 GP; or (B) 50 GP
Fighter
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1st | +2 | Fighting Style; Second Wind; Weapon Mastery | 2 | 3 |
| 2nd | +2 | Action Surge; Tactical Mind | 2 | 3 |
| 3rd | +2 | Fighter Subclass | 2 | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 4 |
| 5th | +3 | Extra Attack; Tactical Shift | 3 | 4 |
| 6th | +3 | Ability Score Improvement | 3 | 4 |
| 7th | +3 | Subclass Feature | 3 | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 4 |
| 9th | +4 | Indomitable; Tactical Master | 3 | 4 |
| 10th | +4 | Subclass Feature | 4 | 5 |
| 11th | +4 | Two Extra Attacks | 4 | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 5 |
| 13th | +5 | Indomitable; Studied Attacks | 4 | 5 |
| 14th | +5 | Ability Score Improvement | 4 | 5 |
| 15th | +5 | Subclass Feature | 4 | 5 |
| 16th | +5 | Ability Score Improvement | 4 | 6 |
| 17th | +6 | Action Surge; Indomitable | 4 | 6 |
| 18th | +6 | Subclass Feature | 4 | 6 |
| 19th | +6 | Epic Boon | 4 | 6 |
| 20th | +6 | Three Extra Attacks | 4 | 6 |
Features
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the weapon mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the weapon mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short Rest or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 2: Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.