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Race: Human (Merowey Variant)
Class: Fighter (Scout)
HD: 10,6,6,6,6 +5= 39
Essence  Sanity +1
Strength +4 Intelligence +0
Wisdom +1 Dexterity +3
Constitution +1 Charisma +0
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Proficiency +3 bonus @ 5th level
Skills: Medicine, Religion, Athletics, Survival, Stealth, Perception, Nature,
Lores: Dukandi +2, Underground +2, Merowey +2, Military +1
Tools: Herbalism Kit, Cartographers tools
Weapon: Simple, Martial
Armor: All armor, Shields
Saves: Strength, Constitution
Communication: Dundarum, Feyloise, Dukan (Dukat)
Merowey Variant: -1wsd/Int. Advantage on checks against sleep, charm, fear, horror, panic, domination and intimidation.
Second wind: 1/rest 5+ fighter level hp as a bonus action
Action surge: 1/rest extra Action
Extra attack: When you make an attack Action you may attack twice.
Tunnel Fighter (Unearthed Arcana): You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Combat Superiority: D8 (4)
When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Natural Explorer: Underdark/Ground
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Medium armor master
Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Armor: = ARMOR CLASS =
Armor: chain shirt
Weapons: spear, battle axe (+1 attack; durable = greater resilience)
Ritual of the Dark Sun
- Change in behavior: Ideal (random) – this becomes the characters most vocal play aspect.
- The character gains a Fighting Style only usable at night or in dim light.
- Change in behavior: Flaw (random)
- Character gains Expertise in a skill
- Character can cast Death Ward 1/Long Rest (shadow gone if protection engaged – no Stealth)
- Characters shadow gains a smell that causes dogs, cats, rats, toads, snakes within 60′ to follow them calmly. They do not fight, attack, make noise or do anything but wait next to them or resting on them. If the character moves farther than 60, they quietly return to their previous activities.