Last updated: 3/19/2025 2am

Asher

LVL 3 Fighter, Lancer/Battle Master

Hit Dice: 3d10

HP: 28

Prof: +2

Unarmored AC: 12

Armored AC: 17

Action Surge: 1/1 S

Superior Dice: 4/4 S

Feather Fall: 1/1 L

Arrows: 20/20

Strength 12 

(+1)

Dexterity 15

(+2)

Constitution 14 

(+2)

Intelligence 10

(0)

Wisdom 14

(+2)

Charisma 14

(+2)

Saving: 3

Saving: 2

Saving: 4

Saving: 0

Saving: 2

Saving: 2

Athletics: 3

Acrobatics: 4

Arcana: 0

Animal Handling: 2

Deception: 2

Sleight of Hand: 2

History: 0

Insight: 4

Intimidation: 2

Stealth: 2

Investigation: 0

Medicine: 2

Performance: 4

Nature: 0

Perception: 2

Persuasion: 4

Religion: 0

Survival: 2

Background: Solider

Passive Perception: 12

Proficiencies: All Armor, Simple and Martial Weapons, and Shields, Leatherworker’s tools, Playing Cards, Land Vehicles

Languages: Common, Elvish, Common Sign

Spell Casting: CHA

Fighting

Moves/Actions

Bonus Actions

Reaction

Passive Aid

Equipment:

Camping Supplies

Weapon Supplies

Trinkets:

Money:

Copper:

Silver:

Gold: 35

Platinum:

++++++++++++++++++++++++++++++++++

Race: Air Genasi (MOTM)

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. (2 CHA, 1 CON)

Creature Type. You are a Humanoid.

Size. Medium 6’2”

Age. 29/120 years

Speed. Your walking speed is 35 feet.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Lightning Resistance. You have resistance to lightning damage.

Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). (CHA)

Background: Soldier

Ability Score Increase: 2 STR, 1 DEX

Skills: Athletics, Performance

Tools profs: Gaming Set (Playing Cards) Ability: Wisdom | Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) | Land Vehicles

Feat: Savage Attacker (once per turn, reroll damage for melee weapon, use either total)

Class: Fighter

Saving Throws: STR and CON

Skills:  Acrobatics, Persuasion

Fighting Style: Dueling - With melee weapon in one hand and no other weapons, add +2 to damage

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. You can use this feature twice, you regain one use after a short rest, and you regain all uses after finishing a long rest.

Weapon Mastery: Your training with weapons allows you to use the 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.

Action Surge: One your turn, you can take one additional action, except the Magic action. Once per short or long rest. Starting at 17th level, you can use it twice before a rest but only once on a turn.

Tactical Mind: 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.

Sub Class: Battle Master

Combat Superiority:

Student of War: You gain proficiency with one type of artisan’s Tools of your choice, and you gain one proficiency in one skill of your choice from the skills available to Fighters at level 1. (Insight, Leatherworker’s tools)

Sub Class: Lancer

Lancer’s Steed

Reymar

Unarmored AC: 13

Armored AC: 17

HP: 32

STR 16

DEX 12

CON 10

INT 12

WIS 11

CHA 13

+3

+1

+0

+1

0

+1

Passive Perception: 10

Prof: +2

Performance +3

Speed Walking: 60ft

Carry Capacity: 480lb

Scale Mail Armor

Capriole: Reaction/Action. Reymar leaps into the air and strikes out with his back legs for a Hooves attack.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4 + 3 bludgeoning damage.


Lancer

Lancers are experts in mounted combat. These fighters specialize in training and taking care of their steed, bringing out the fullest potential of their mount. A lancer works in harmony with their steed, cutting through enemy lines and rallying their allies in battle.

Lancer’s Steed

When you adopt this martial archetype at 3rd level, you no longer suffer disadvantage when striking a creature within 5 feet with a lance. Additionally, you gain the ability to draw forth the true potential of a steed. Whenever you gain a mount that is a horse, dog, camel, or similar creature considered as a normal mount for your race, you can designate this mount as your loyal steed. The loyal steed gains a bonus to its maximum hit points equal to 3x(your fighter level) and adds your proficiency bonus to its AC. Loyal steeds are fiercely loyal to you and understand Common, or one other language you can speak. The loyal steed follows your instructions but is always considered an independent mount [see the mounted combat section of the SRD].

However, the loyal steed takes its turn on your initiative while you are mounted. You can only have one loyal steed at any time, as it requires a lot of attention and training to keep your steed in top form. If you train another loyal steed, the previous steed loses these benefits.

War Rider

When you reach 7th level, you have learned to strike with ferocity from a mounted position. The first time on a turn you deal damage to a creature with a melee or ranged attack while mounted, you add your proficiency bonus to the damage of this attack. Additionally, if you move 20 feet or more in a straight line and make a melee attack against a creature of your size or smaller, the creature must make a Strength saving throw, DC (8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is knocked prone.

Superior Steed

At 10th level, you have learned the secrets of training the most powerful of mounts. You can now train almost any creature to be your loyal steed, provided they are friendly toward you and can carry a rider. Additionally, your loyal steed gains the following benefits:

Punishing Flank

At 15th level, you have mastered the art of flank tactics, a staple for cavalry warfare. Whenever you damage a creature that is within 5 feet of a creature friendly to you, you deal an extra 1d8 damage with your attack.

Glorious Charge

At 18th level, you are an inspiring presence on the battlefield. Whenever you roll initiative, you gain 20 temporary hit points and grant all friendly creatures that can see you 1d6 of inspira-

tion. This inspiration lasts until the end of this combat and can be added to attack rolls or saving throws. Additionally, on your first turn in combat, you gain double your movement speed,

and all attacks you make are considered a Charge attack for the purposes of War Rider, regardless of the distance you move.