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Tarek Batz - AI-generated fantasy Character

Tarek Batz

Human · Fighter (Battle Master) · Level 20 · Outlander

Tarek Batz

Tarek is restrained, observant, and dryly practical.
AC18
HP164/164
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 164 · 30 ft.
AlignmentLawful NeutralGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Herbalism kit,
Flute

Languages

Common,
Giant

Features

36 features

Action

  • Extra AttackLevel 5

    You gain an extra attack whenever you take the Attack action.

  • Extra Attack (2)Level 11

    You gain a second attack whenever you take the Attack action, for three attacks total.

  • Extra Attack (3)Level 20

    You gain a fourth attack whenever you take the Attack action.

Bonus action

  • Second WindLevel 1

    When Bonus action

    Regain 1d10 + 20 hit points as a bonus action. Recharge after a short or long rest.

  • Commander’s StrikeLevel 3

    You can use a bonus action and expend one superiority die to direct one ally who can see or hear you to use its reaction to make one weapon attack. Add the die to the attack's damage roll.

Reaction

  • Commander's Strike

    When Bonus action after taking the Attack action

    Spend one superiority die to direct an ally to make a weapon attack as a reaction, adding the die to its damage.

Always on

  • Action SurgeLevel 2

    When On your turn

    Take one additional action on your turn. Two uses per rest at level 20, only once per turn.

  • Fighter's Assault

    When Attack action

    Make four weapon attacks when taking the Attack action.

  • Precision AttackLevel 3

    When When making a weapon attack roll

    Spend one superiority die to add 1d10 to a weapon attack roll.

  • Menacing AttackLevel 3

    When When hitting with a weapon attack

    Spend one superiority die to deal 1d10 extra damage and frighten the target on a failed DC 15 Wisdom save.

  • Distracting StrikeLevel 3

    When When hitting with a weapon attack

    Spend one superiority die to deal 1d10 extra damage and grant the next ally attack against the target advantage.

  • IndomitableLevel 9

    When When failing a saving throw

    Reroll a failed saving throw. Three uses per long rest.

  • Student of WarLevel 3

    You gain proficiency with one type of artisan's tools of your choice.

  • Combat SuperiorityLevel 3

    You learn four maneuvers powered by four superiority dice, which are d10s. You regain all expended dice when you finish a short or long rest. Your maneuver save DC is 15.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Ability Score ImprovementLevel 6

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Know Your EnemyLevel 7

    You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Ability Score ImprovementLevel 10

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • RelentlessLevel 13

    When you use Second Wind, you can choose to regain an expended use of Action Surge. You can use this part of the feature before finishing a short or long rest once.

  • Ability Score ImprovementLevel 14

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Indomitable (2)Level 17

    You gain an additional use of Indomitable, for two uses between long rests.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Indomitable (3)Level 18

    You gain an additional use of Indomitable, for three uses between long rests.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement. The character's supplied ability scores are retained as specified.

  • Battle Master ManeuversLevel 3

    When you hit a creature with a weapon attack, you can expend one superiority die to deal the die's result as extra damage and apply a maneuver effect. Known maneuvers: Commander’s Strike, Distracting Strike, Menacing Attack, Precision Attack.

  • Student of War, Battle MasterLevel 3

    You gain proficiency with one type of artisan's tools of your choice. This duplicates the Battle Master Student of War feature, so the supplied proficiency is herbalism kit.

  • Know Your Enemy, Battle MasterLevel 7

    If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn whether it is superior, equal, or inferior to you in two of the following areas: Strength score, Dexterity score, Constitution score, Armor Class, current hit points, total class levels, or fighter class levels.

  • Relentless, Battle MasterLevel 15

    When you use Second Wind, you can choose to regain one expended use of Action Surge. Once you use this feature, you must finish a short or long rest before using it again.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • SizeHumanMedium.
  • SpeedHumanYour walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language.
  • Human DeterminationHumanThe 2014 human has no additional racial traits beyond its ability score increases, size, speed, and languages.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.

Gear

14 items

Weapons

  • Longsword
    A martial melee weapon that deals 1d8 slashing damage and has the versatile property.
  • Light crossbow
    A ranged martial weapon that deals 1d8 piercing damage and has a normal range of 80 feet and long range of 320 feet.
  • 2×
    Handaxe
    Simple melee weapons that deal 1d6 slashing damage and have the light and thrown properties.

Armor

  • Chain mail
    Heavy armor made of interlocking metal rings, providing AC 16.
  • Shield
    A shield providing a +2 bonus to AC.

Tools

  • Hunting trap
    A hunting trap suitable for catching small or medium creatures.
  • Flute
    A simple wooden flute used for signaling and quiet evening practice.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Hunting trophy
    A trophy taken from an animal he hunted.
  • Traveler's clothes
    A set of traveler's clothes.
  • Pouch
    A small pouch containing starting currency.
  • Map case
    A small case containing regiment maps, route notes, and charcoal.

Purse

  • 10×
    Gold pieces
    Starting currency from the Outlander background.

Appearance

A broad-shouldered human man with close-cropped black hair, a neatly trimmed square beard, and weathered olive skin. He keeps his chain mail scrubbed bright and wears a faded blue scarf wound tightly at his neck. His shield is plain except for a careful row of small brass studs around its rim, each one polished before a march. His clothes fit poorly beneath the armor, repeatedly repaired with dark thread, while his boots are maintained with near-ritual precision. Within a minute of meeting him, most people notice that he stands unnaturally still, as if waiting for an order only he can hear.

Mannerisms

Before entering a room, he quietly counts the exits. When someone gives him an instruction, he repeats the final few words under his breath. He cleans his shield with the edge of his sleeve while listening to arguments.

Personality

Tarek is restrained, observant, and dryly practical. He rarely raises his voice because he expects people to listen the first time. He shows care through preparation, repairing equipment, sharing water, and placing himself between danger and less experienced companions. Though stern in public, he has a quiet fondness for roadside musicians, badly trained dogs, and children who ask direct questions.

Ideals

Order. A rule is a promise made visible. If it is unjust, change it openly, but never pretend that chaos is freedom.

Bonds

The old border regiment is his family, and he will answer any honest call for help from its surviving soldiers. He also carries the regiment's hand-drawn map case, which contains the names of patrols that never returned.

Flaws

He obeys procedure even when compassion would be wiser, then defends the mistake by insisting that disorder would have been worse. He is suspicious of charm, improvisation, and anyone who speaks beautifully before stating what they intend to do.

Quirks

He refuses to sleep with his boots more than one arm's reach away.
He gives every campfire a name based on the nearest landmark.
He taps the rim of his shield four times before a dangerous march.
He keeps a private tally of bridges crossed and never explains why.

Background

Tarek Batz was born in a human caravan settlement where the road mattered more than any border. His mother kept the ledgers, his father guided pack animals through dry country, and Tarek learned early that survival depended on routine. Count the waterskins. Check the harness. Mark the stars. Leave before dawn. When raiders attacked the caravan during his seventeenth summer, Tarek held a broken axle as a barricade until the guards returned. A passing officer recognized his discipline and brought him into a border regiment rather than leaving him to the road. He served for two decades in rough country, where patrols were less about glorious charges and more about knowing which ravine would flood, which village would lie, and which silence meant an ambush. Tarek became a battle master because he treated combat as a language of timing, distance, and pressure. He eventually left the regiment after refusing an order that would have punished an entire settlement for the actions of three smugglers. He still believes in law, but only when law is precise enough to distinguish guilt from convenience. Now he travels as a hard-eyed escort, scout, and occasional investigator, carrying the habits of the frontier wherever roads have become unsafe.

“His mother kept the ledgers, his father guided pack animals through dry country, and Tarek learned early that survival depended on routine.”
From their backstory
Background
Outlander

Connections

Species

Human

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