Albert
Albert
Sheet
AC 19 · HP 103 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Second WindLevel 1
As a bonus action, Albert regains 1d10 + 10 hit points. He can use this feature once per short or long rest.
- Fighting SpiritLevel 3
Albert can use a bonus action to enter a fighting spirit for 1 minute. While active, he has advantage on weapon attack rolls, and if he hits, one weapon damage die can be rerolled once per turn. He can use this feature three times per long rest.
Always on
- Commander's Strike
When After taking the Attack action, replace one attack with this maneuver.
Albert adds the superiority die to the damage roll when he hits with a weapon attack. The target must be within 30 feet and must be able to hear him.
- Bait and Switch
When When Albert moves on his turn.
Albert switches places with a willing creature within 5 feet, adding the superiority die to his or the creature's AC until the start of his next turn.
- Evasive Footwork
When When Albert moves.
Albert adds the superiority die to his AC while moving, without provoking opportunity attacks from one chosen creature.
- Precision Attack
When When Albert misses with a weapon attack.
Albert adds the superiority die to an attack roll, potentially turning a miss into a hit.
- Menacing Attack
When When Albert hits with a weapon attack.
Albert adds the superiority die to the attack's damage and can frighten the target until the end of his next turn.
- Trip Attack
When When Albert hits with a weapon attack.
Albert adds the superiority die to the damage and can knock the target prone if it fails a Strength save.
- Riposte
When When a creature misses Albert with a melee attack.
Albert makes a weapon attack against a creature that missed him. If it hits, he adds the superiority die to the damage.
- Tactical Assessment
When When Albert makes a qualifying ability check.
Albert adds the superiority die to an ability check using History, Investigation, or a gaming set.
- Goading Attack
When When Albert hits with a weapon attack.
Albert adds the superiority die to the damage and imposes disadvantage on the target's attacks against creatures other than him until the end of his next turn.
- Fighting Style: DefenseLevel 1
Albert adopts the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.
- Combat SuperiorityLevel 3
Albert gains superiority dice, which are d10s. He has five dice, regaining all expended dice when he finishes a short or long rest. His maneuver save DC is 17. He knows five maneuvers: Bait and Switch, Menacing Attack, Precision Attack, Riposte, and Tactical Assessment.
- Student of WarLevel 3
Albert gains proficiency with smith's tools. He also learns one additional language, Goblin.
- Ability Score ImprovementLevel 4
Albert gains one Ability Score Improvement. He increases his Strength by 2, bringing it to 18.
- Extra AttackLevel 5
Albert can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 6
Albert gains one Ability Score Improvement. He increases his Strength by 2, bringing it to 20.
- Know Your EnemyLevel 7
Albert learns two additional maneuvers, Evasive Footwork and Trip Attack. His superiority dice remain d10s.
- Know Your EnemyLevel 7
By spending 1 minute observing or interacting with a creature outside combat, Albert can learn whether it is superior, equal, or inferior to him in two of the following categories: Strength score, Dexterity score, Constitution score, AC, current hit points, total class levels, or fighter levels.
- Ability Score ImprovementLevel 8
Albert gains one Ability Score Improvement. He increases his Constitution by 2, bringing it to 16.
- IndomitableLevel 9
Albert can reroll a failed saving throw. He must use the new roll and cannot use this feature again until he finishes a long rest.
- Improved Combat SuperiorityLevel 10
Albert's superiority dice become d10s, and he learns two additional maneuvers, Commander's Strike and Goading Attack. He now knows nine maneuvers in total.
- Ability Score ImprovementLevel 10
Albert gains one Ability Score Improvement. He increases his Constitution by 2, bringing it to 16, after first applying his previous Constitution increase through the Tough-minded training choice represented by this final improvement.
- TraitHalf-OrcDarkvision, 60 feet
- TraitHalf-OrcMenacing, proficiency in Intimidation
- TraitHalf-OrcRelentless Endurance, once per long rest, when reduced to 0 hit points but not killed outright, drop to 1 hit point instead
- TraitHalf-OrcSavage Attacks, when scoring a critical hit with a melee weapon, roll one additional weapon damage die
- TraitHalf-OrcOrcish blood grants Albert a reputation that can open some doors and close others
- Military RankSoldier
Albert can find the rank, station, and military affiliation of soldiers and can secure basic aid and temporary shelter from military organizations, soldiers, and sympathetic civilians.
Gear
12 itemsWeapons
- Measure, +1 longswordA magical longsword with a +1 bonus to attack and damage rolls. Once per turn when Albert hits a creature that is protecting or threatening a noncombatant, the sword deals an extra 1d6 radiant damage.
- Light crossbowA light crossbow and twenty bolts.
Armor
- Plate armorPlate armor, worn and maintained with meticulous care.
- ShieldA shield bearing a plain white tally mark.
Tools
- Gaming setA bone gaming set used by soldiers during long marches.
- Smith's toolsA set of smith's tools.
Gear
- Cloak of ProtectionA green magical cloak that grants a +1 bonus to AC and saving throws.
- Insignia of rankA military insignia from Albert's former regiment.
- Trophy taken from a fallen enemyA fallen enemy's broken banner.
- Common clothesA set of common clothes.
- Belt pouchA pouch containing 10 gp.
- Explorer's packA pack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
Appearance
Albert is a broad, heavily muscled half-orc with slate-gray skin, a square jaw, and a broken lower tusk. His black hair is cropped close except for a narrow braid behind his left ear, threaded with copper rings earned from old campaigns. A pale scar runs from his right temple to the corner of his mouth. He wears practical plate armor beneath a deep green cloak of protection, whose hem is stitched with tiny white tally marks. His eyes are a warm brown, unexpectedly patient beneath a perpetual look of concentration.
Mannerisms
Albert pauses before answering difficult questions, as though waiting for a command that will not come. He checks every door hinge, counts people whenever he enters a room, and gives praise by adjusting someone else's armor strap or tightening a loose buckle.
Personality
Albert is blunt, observant, and unexpectedly gentle with frightened people. He dislikes grand speeches, ornamental uniforms, and anyone who uses the word sacrifice when they mean someone else's suffering. In a crisis he becomes calm enough to seem cold, but afterward he will quietly repair a stranger's wagon, cook for the wounded, or stand watch while everyone else sleeps.
Ideals
Protection. Strength is not a privilege to enjoy. It is a debt owed to those who have less of it.
Bonds
He carries the names of every soldier and civilian lost at Red Ford, written on slips of ration paper inside his breastplate. He will risk almost anything to protect the quartermaster's daughter, who is the closest thing he has to family.
Flaws
Albert believes every problem can be solved by taking responsibility for it, which makes him easy to manipulate. He is slow to forgive betrayal and has a habit of obeying old battlefield instincts even when diplomacy would serve better.
Quirks
Background
Albert was born in a border settlement where half-orc children were expected to become either threats or tools, depending on who was doing the expecting. He became neither. At sixteen, he joined the road wardens after defending a grain caravan with a broken cart axle and a great deal of stubbornness. The wardens taught him formation fighting, field medicine, and the practical truth that courage is mostly continuing to stand after the sensible part of you has suggested sitting down. He rose through the ranks because he remembered names, counted supplies honestly, and never sent recruits into danger he would not enter first. During the Battle of Red Ford, Albert recovered a strange longsword from beneath the body of an enemy standard-bearer. The blade, called Measure, grows unnaturally keen when Albert fights to protect someone who cannot protect themselves. After the battle, a dying quartermaster gave him a green cloak woven with protective sigils, asking him to carry it to the quartermaster's daughter in a distant city. Albert delivered the message but kept the cloak only after learning it had been made for him. Now he travels as an independent troubleshooter, taking contracts that put him between ordinary people and powerful bullies. He still thinks like a soldier, but he no longer serves banners. He serves the people standing beneath them.
“At sixteen, he joined the road wardens after defending a grain caravan with a broken cart axle and a great deal of stubbornness.”
- Background
- Soldier
Connections
Species
Half-Orc
Media
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