| Arma | Attacco | Danno | Rng |
|---|---|---|---|
| Handaxe Dueling +2 dmg via FOR | +8 | 1d6+7 slashing | 20/60 |
Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Your speed is not reduced by wearing heavy armor.
Accustomed to life underground, 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.
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
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.
You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
You have proficiency with light and medium armor.
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
You can keep your enemies at bay with reach weapons. You gain the following benefits:
Nessun incantesimo selezionato.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
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.
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.
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
optional feature}
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
At 7th level, you gain a feature granted by your Martial Archetype.
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
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.
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.
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:
optional feature}
If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the Superior Technique fighting style or the Martial Adept feat.
The maneuvers are presented in alphabetical order.
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
At 7th level, you learn two additional maneuvers of your choice.
You gain another superiority die at 7th level.
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
| Seconda Linfa | 1d10+8 HP /SR |
| Slancio d'Azione | 1/SR |
| Attacco Extra | 2× /azione |
| Dadi Superiorità | 5d8 |
| Oggetto | Qtà | Equip. | Peso |
|---|---|---|---|
| Chain Mail | 1 | — | |
| Shield | 1 | — | |
| Handaxe | 2 | — | |
| Arma Da Guerra A Scelta | 1 | — | — |
| Explorer's Pack | 1 | — | 59 lb |
| Toolartisan | 1 | — | — |
| Shovel | 1 | — | 5 lb |
| Iron Pot | 1 | — | 10 lb |
| Common Clothes | 1 | — | 3 lb |
| Pouch (containing 10 Gp) | 1 | — | — |
| Potion of Greater Healing | 2 | — | 1 lb |
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Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.