Blue
Blue
Sheet
AC 18 · HP 120 · 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
28 featuresBonus action
- Feinting Attack
When As a bonus action on his turn
Blue can use a bonus action and expend one superiority die to gain advantage on his next attack this turn. If it hits, the attack deals 1d10 extra damage.
- Second WindLevel 1
On his turn, Blue can use a bonus action to regain 1d10 + 10 hit points. He must finish a short or long rest before using this feature again.
Always on
- Disarming Attack
When After hitting with a weapon attack
When Blue hits a creature with a weapon attack, he can expend one superiority die to force a Strength saving throw. On a failed save, the target drops one object of Blue's choice and takes 1d10 extra weapon damage.
- Goading Attack
When After hitting with a weapon attack
When Blue hits a creature with a weapon attack, he can expend one superiority die to deal 1d10 extra damage and impose disadvantage on the target's next attack against a creature other than Blue before the end of Blue's next turn.
- Maneuvering Attack
When After hitting with a weapon attack
When Blue hits a creature with a weapon attack, he can expend one superiority die to deal 1d10 extra damage and allow one friendly creature to use its reaction to move up to half its speed without provoking opportunity attacks from the target.
- Menacing Attack
When After hitting with a weapon attack
When Blue hits a creature with a weapon attack, he can expend one superiority die to deal 1d10 extra damage and force a Wisdom saving throw. On a failure, the target is frightened of Blue until the end of Blue's next turn.
- Riposte
When When a creature misses Blue with a melee attack
When a creature misses Blue with a melee attack, Blue can use his reaction and expend one superiority die to make one melee weapon attack against that creature, adding 1d10 to the attack's damage if it hits.
- Trip Attack
When After hitting with a weapon attack
When Blue hits a creature with a weapon attack, he can expend one superiority die to deal 1d10 extra damage and force a Strength saving throw. On a failed save, the target falls prone.
- Fighting Style, DefenseLevel 1
Choose one Fighting Style. Blue chose Defense, gaining a +1 bonus to AC while wearing armor.
- Action SurgeLevel 2
Blue can use Action Surge to take one additional action on his turn. He must finish a short or long rest before using it again.
- Martial Archetype, Battle MasterLevel 3
Blue is a Battle Master, gaining superiority dice, combat maneuvers, and proficiency with smith's tools.
- Combat SuperiorityLevel 3
Blue gains four d10 superiority dice. He knows seven maneuvers. A superiority die is expended when used and regained after a short or long rest. Maneuver save DC is 16.
- Student of WarLevel 3
Blue gains proficiency with smith's tools.
- Extra Attack, 2 attacksLevel 5
Blue can attack three times whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 4
Blue gains an Ability Score Improvement or feat.
- Ability Score Improvement, Great Weapon MasterLevel 6
Blue gains the Great Weapon Master feat.
- Ability Score ImprovementLevel 8
Blue gains an Ability Score Improvement or feat.
- IndomitableLevel 9
Blue can reroll a failed saving throw. He must use the new roll and must finish a long rest before using this feature again.
- Battle Master ManeuversLevel 3
When Blue hits with a weapon attack, he can expend a superiority die to deal extra damage and apply a maneuver effect. Known maneuvers: Disarming Attack, Feinting Attack, Goading Attack, Maneuvering Attack, Menacing Attack, Riposte, and Trip Attack.
- Superiority DiceLevel 3
Blue can add a superiority die to a weapon damage roll after seeing the roll but before learning whether the attack hits or misses.
- Know Your EnemyLevel 7
Blue can spend 1 minute studying the comparative combat ability of two creatures, learning whether he is their equal, superior, or inferior in Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels if any, and fighter levels if any.
- Improved Combat SuperiorityLevel 10
Blue's superiority dice become d10s, and he learns two additional maneuvers, for seven maneuvers known in total.
- Ability Score IncreaseHuman+1 to all ability scores.
- SizeHumanMedium.
- SpeedHuman30 ft.
- LanguagesHumanCommon and one additional language, Welsh.
- TraitHumanHumans reach adulthood in their late teens and typically live less than a century.
- Rustic HospitalityFolk Hero
Common folk recognize Blue as one of their own and will shelter him, hide him, or offer modest aid when they can, though they will not risk their lives for him without good reason.
Gear
9 itemsWeapons
- Gwyllgallt, +1 LongswordA magical +1 longsword with a blue-black blade, granting a +1 bonus to attack and damage rolls. This is a campaign-granted magic item replacing the normal starting longsword.
- Light CrossbowA light crossbow with 20 bolts.
- 2×HandaxeA second simple weapon selected from fighter equipment.
Armor
- Chain MailHeavy metal armor providing AC 16.
- ShieldA wooden shield bearing a faded blue bridge emblem, providing a +2 bonus to AC.
Tools
- Smith's ToolsA set of smith's tools granted by the Battle Master archetype.
Gear
- Explorer's PackA small traveling pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Folk Hero's EquipmentA set of common clothes and a belt pouch containing 10 gp.
- Folk Hero EquipmentA shovel, an iron cooking pot, and a set of common clothes from Blue's life as a village laborer.
Appearance
Blue is a broad-shouldered human man with weather-browned skin, close-cropped dark hair, and a compact, practical build shaped by years of marching and hauling. He wears battered chain mail beneath a blue wool surcoat, its color faded almost gray at the shoulders. His magic sword, Gwyllgallt, is a plain-looking longsword with a blue-black grip and a blade that reflects light like deep water. He smells faintly of lamp oil, rain-damp wool, and crushed mint, a scent he knows well because he keeps mint leaves tucked inside his gauntlets. His voice is normally low and clipped, with a dry northern lilt. When rattled, he stops breathing between words, then speaks in one unnervingly long rush before forcing himself to slow down.
Mannerisms
Blue checks the balance of his sword with one finger whenever he enters a new room. He pauses before answering questions about Gwyllgallt, draws breath through his nose when angry, and addresses nobles by their first names unless they have personally earned his respect.
Personality
Blue is patient with frightened people, suspicious of polished manners, and unexpectedly gentle with animals. He prefers practical solutions, remembers the names of minor workers and servants, and becomes quietly cheerful when someone shows competence without seeking praise. He treats his sword less like a possession and more like a difficult traveling companion.
Ideals
A weapon is only honorable when it stands between the strong and the vulnerable. Power that cannot be used to protect ordinary people is merely another kind of theft.
Bonds
Gwyllgallt chose Blue when he pulled it from a flooded burial mound. The sword's magic has saved his life twice, but its origin remains unclear. Blue is determined to learn whom the weapon belonged to, especially because the same crescent mark on its pommel appears on old boundary stones near his home village. He also sends most of his spare coin back to the village that made him brave enough to stand his ground.
Flaws
Blue assumes every powerful person is hiding a second motive. He is slow to forgive anyone who uses laws, titles, or contracts to take from people who cannot fight back. When frightened, he becomes controlling and gives orders long after anyone has asked for them.
Quirks
Background
Blue was raised in a hill village where the best weapon was usually a well-balanced hoe and the best armor was knowing when to get out of the way. He became a folk hero after a magistrate's men came to seize the village water rights. Blue did not defeat them through grand speeches or noble blood. He broke their captain's sword with a grain flail, organized the villagers into a line, and held the bridge until the magistrate's own hired soldiers decided the pay was not worth the bruises. The blue surcoat he wore that day became his name, because nobody remembered what color it had been before the rain and mud covered it.
“He became a folk hero after a magistrate's men came to seize the village water rights.”
- Background
- Folk Hero
Connections
Species
Human
Media
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