Dwarf Fighter Pre-Gen
Dwarf Fighter Pre-Gen
Dwarf Fighter Pre-Gen
Dwarf
Fighter
Lawful
Neutral
Hill
Dwarf
Fighter
1
Low-‐Light
Vision:
If
no
light
is
within
30
feet
of
you,
you
treat
shadows
in
that
radius
as
AC
16
Hit
Points
13
normal
light
and
darkness
in
that
radius
as
Speed
25
ft.
Hit
Dice
1d12
shadows.
Stonecunning:
While
underground,
you
can
Strength
16
(+3)
estimate
your
depth.
You
are
trained
in
Knowledge
(Dungeoneering).
Dexterity
8
(–1)*
Constitution
14
(+2)
Class:
Fighter
Intelligence
10
(+0)
Expertise
(1d4):
You
gain
a
single
expertise
Wisdom
14
(+2)
die,
a
d4.
As
long
as
you
are
able
to
take
actions,
Charisma
12
(+1)
you
can
spend
expertise
dice
to
use
a
maneuver
that
you
know.
At
the
end
of
each
of
*
Due
to
your
armor,
you
have
disadvantage
on
your
turns,
you
regain
all
of
your
spent
any
check
you
make
to
hide
or
move
silently.
expertise
dice.
Fighting
Style
(Protector):
Your
style
Attacks
focuses
on
protecting
yourself
and
your
allies.
Battleaxe
+6;
1d10
+
3
slashing
damage
Armor
and
Weapon
Proficiencies:
You
are
proficient
with
all
armor,
shields,
and
weapons.
Throwing
axe
(range
20/80)
+6;
1d8
+
3
slashing
damage
Background:
Soldier
Skills:
Heal,
Intimidate,
Knowledge
Skills
(+3
to
checks
relating
to
a
skill)
(Warfare),
and
Survival.
Heal
Military
Rank:
You
have
a
military
rank.
You
Intimidate
might
be
able
to
use
your
rank
to
exert
Knowledge
(Dungeoneering)
influence
over
and
request
gear
for
temporary
Knowledge
(Warfare)
use
from
those
who
recognize
your
authority.
Survival
You
can
often
gain
access
to
friendly
military
centers
where
your
rank
is
recognized.
Race:
Hill
Dwarf
Dwarven
Resilience:
Advantage
on
saves
Specialty:
Endurance
Specialist
against
poison;
resistance
to
poison
damage.
Durable:
Whenever
you
roll
a
die
to
increase
Dwarven
Speed:
Wearing
heavy
armor
with
your
hit
point
maximum
(such
as
when
you
which
you
are
proficient
doesn’t
reduce
your
gain
a
level)
or
to
regain
hit
points
by
spending
speed.
a
Hit
Die,
you
can
roll
twice
and
use
the
higher
Dwarven
Toughness:
As
a
hill
dwarf,
your
result.
Hit
Dice
increase
by
one
step,
from
d10
to
d12.
At
1st
level,
you
gain
1
extra
hit
point.
Maneuvers
Whenever
you
gain
a
level,
you
similarly
Deadly
Strike:
When
you
hit
a
creature
with
increase
the
die
rolled
to
determine
how
many
a
weapon
attack,
you
can
spend
expertise
dice
hit
points
you
gain
(or
simply
gain
1
extra
hit
to
increase
the
attack’s
damage
against
that
point
per
level).
target.
Roll
all
the
expertise
dice
you
spend,
Dwarven
Weapon
Training:
In
your
hands,
and
add
up
their
results.
The
damage
gains
a
the
damage
die
for
an
axe
or
hammer
with
bonus
equal
to
that
total.
which
you
are
proficient
increases
by
one
step
Protect:
When
a
target
within
your
reach
is
(included).
hit
by
a
weapon
attack
while
you
are
wielding
a
Languages:
Common,
Dwarven.
shield,
you
can
use
a
reaction
to
spend
D&D
Next
Playtest
©2012
Wizards
1
Confidential
information
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
expertise
dice
to
reduce
the
attack’s
damage
against
the
target.
Roll
all
the
expertise
dice
you
spend,
add
up
their
results,
and
reduce
the
damage
by
that
total.
If
the
damage
drops
to
0,
the
hit
becomes
a
miss.
Equipment
Chainmail,
shield,
traveler’s
clothes,
battleaxe,
two
throwing
axes,
healer’s
kit,
bone
dice,
lucky
charm,
battle
souvenir,
rank
insignia,
30
gp