Tarek Batz
Tarek Batz
Sheet
AC 18 · HP 164 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
36 featuresAction
- 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 itemsWeapons
- LongswordA martial melee weapon that deals 1d8 slashing damage and has the versatile property.
- Light crossbowA ranged martial weapon that deals 1d8 piercing damage and has a normal range of 80 feet and long range of 320 feet.
- 2×HandaxeSimple melee weapons that deal 1d6 slashing damage and have the light and thrown properties.
Armor
- Chain mailHeavy armor made of interlocking metal rings, providing AC 16.
- ShieldA shield providing a +2 bonus to AC.
Tools
- Hunting trapA hunting trap suitable for catching small or medium creatures.
- FluteA simple wooden flute used for signaling and quiet evening practice.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Hunting trophyA trophy taken from an animal he hunted.
- Traveler's clothesA set of traveler's clothes.
- PouchA small pouch containing starting currency.
- Map caseA small case containing regiment maps, route notes, and charcoal.
Purse
- 10×Gold piecesStarting 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
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.”
- Background
- Outlander
Connections
Species
Human
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