Gann, Fighter (Champion), Level 4 Medium Human, Lawful Neutral Armour Class 14 Damage Resistance DR 4/ — (Mastercrafted Leather Jacket) Wounds 18 / 18 Vigour 40 / 40 (4d10+12) Speed 30 ft. Proficiency +2 STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA 8 (-1) Saving Throws Str +6, Con +4 Skills Acrobatics +6(E), Athletics +8(E), Endurance +4(+5 Pain Tolerance, Reroll 1-3), Medicine +3, Perception +3(+4 Guarding, Reroll 1-3), Religion +2, Stealth +4 Sub-Skills Pain Tolerance (Trained), Guarding (Trained) Proficiencies All Weapons, Shields, Jacks, Hauberks, Cuirass, Herbalist's Kit, Leatherworker's Tools Damage Resistances  — Senses Passive Perception 13, Passive Investigation 10, Passive Insight 11 Languages Mercian, Northumbrian, Pictish Description Gann is a 24 years old male of Pictish heritage, though his weathered look puts his into the early 30s. He appears to be shorter than most, his growth stunted at a mere 5'8" height. Gann's bearded face bears a simple, honest expression of a common man with deep sunken eyes that have emotionless, easily confused for docile stare. His parched lips are often parted in a soft wheeze due to his damaged nose passages. Below the stained rough-hewn tunic, Gann's physique is a rock-chiseled build of wiry muscles coiled like sailing ropes under a battered, flailed skin covered with a short scattered hirsute. Though the life of destitution has taken its toll and skin wrinkles with early signs of muscle wasting. Broad shady veins cord their way across a pale sea of blade-drawn nicks and cuts and a carpet of whiplash crevices across his back, down to a pair of tanned calloused hands, too hefty and too swollen to befit a seax wielder. Feats/Features Racial Feature: Defiant Humans are known to be stubborn and often refuse to give up, against the worst odds. You can add a d4 to a skill check or saving throw, after rolling but before you know the outcome. You must then finish a short or long rest before you can use this feature again. Background Feat L1: Practiced You have acquired skills over your career, gaining the following benefits: Increase an ability score of your choice by 1, to a maximum of 20. {Selected: Strength} You gain proficiency in any combination of two skills or tools of your choice.{Medicine, Stealth} Campaign Feat L1: Berserk Style (via Fighter Stylist, +1 Constitution) You are skilled at returning pain to those who deliver it. While you are wielding a melee weapon with which you are proficient, you gain the following benefit: When you deal damage to a creature that includes your Strength modifier, you add twice your Strength modifier if that creature dealt damage to you since the start of your last turn. When you choose to let an attack hit you, the creature rolls the damage as normal instead of choosing the maximum. Fighter Feature L1: Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+3. Once you use this feature, you must finish a short or long rest before you can use it again. Fighter Feature L1: Superiority Dice You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Trip Attack.   When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 14 Strength saving throw. On a failed save, you knock the target prone. Disarming Attack.   When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a DC 14 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Fighter Style L1: Versatile Fighting You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits: When you miss with a melee weapon attack on your turn while wielding a weapon in two hands, you can use your bonus action to repeat the attack roll against the same target using one hand. Any modifications to the original attack roll, such as advantages, disadvantages, or without your proficiency bonus, also affect this attack roll. When you miss with a melee weapon attack on your turn while wielding a weapon in one hand, you can use your bonus action to attempt to shove or trip that creature. Any modifications to the original attack roll, such as advantages, disadvantages, or without your proficiency bonus, also affect this ability check. Grasping a versatile weapon you are wielding in only one hand with your other hand no longer requires your object interaction. Fighter Feature L2: Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Fighter Feature L3:  Versatile Mastery Beginning at 3rd level, you master a particular style of fighting as your specialty. Choose one of the Fighting Style Mastery options, detailed in Chapter 6. You can’t take a Fighting Style Mastery option more than once, even if you later get to choose again. You've mastered using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits: When you are the target of a melee weapon attack, you can immediately use your reaction to make a melee weapon attack against the target without your proficiency bonus. On a hit, the target suffers the attack’s normal effects, and you impose disadvantage on the attack roll made against you. Once per turn, when you make an attack roll while wielding a weapon in two hands, you can attempt to follow up on the attack. If the attack hits, the creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is pushed back 5 feet, and you can immediately move into space it just vacated without provoking opportunity attacks. Once per turn, when you make an attack roll while wielding a weapon in one hand, the target is wielding a shield, and your other hand is empty, you can use your other hand to pull down the shield (no action required). If you do so, the creature gains no benefit to armor class from its shield for that attack. Champion Feature L3: Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, when you score a critical hit on a roll of 20, roll your weapon dice one additional time and add the result to the damage. Champion Feature L3: Superlative Skill Also at 3rd level, your proficiency bonus is doubled for any ability check you make that uses the Athletics or Acrobatics skill if you are proficient in that skill. Feat Fighter Level L4:  Fighting Stylist You adopt a particular style of fighting as your specialty, gaining the following benefits: Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. Choose one of the Fighting Style options. You can select this feat multiple times. You can’t take a Fighting Style option more than once, even if you later get to choose again. Fighting Stylist Choice: Berserk Style You are skilled at returning pain to those who deliver it. While you are wielding a melee weapon with which you are proficient, you gain the following benefit: When you deal damage to a creature that includes your Strength modifier, you add twice your Strength modifier if that creature dealt damage to you since the start of your last turn. When you choose to let an attack hit you, the creature rolls the damage as normal instead of choosing the maximum. [IGNORE POTENTIAL L5 CHOICE]: Berserk Mastery You've mastered returning pain to those who deliver it, becoming a scourge on the battlefield. While you are wielding a melee weapon with which you are proficient, you gain the following benefits: When a creature within 5 feet of you deals damage to you with a weapon, you can use your reaction to make a melee weapon attack against that creature. On a hit, you deal additional damage equal to your proficiency bonus. When a creature scores a critical hit against you, you have an advantage on the first attack you make against that creature before the end of your next turn. If you would already have an advantage, you can instead reroll one of the dice once. You have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature Actions Attacks Langseax, One-Handed Strike: Atk +6, Dmg 2d4+5 slashing (+4 if hit since his last turn) Langseax, Two-Handed Swing: Atk +6, Dmg 2d4+7 slashing (+4 if hit since his last turn) Hunter's Kurzseax: Atk +6, Dmg 1d4+4 piercing Boot Dagger: Atk +6, Dmg 1d4+4 piercing, thrown (range 20/60) Background: Outlander Origin Haunted One Trait   I expect danger around every corner. Ideal   I shall resist the darkness that haunts me or die trying. Bond   I would sacrifice my life and my soul to protect the innocent. Flaw   I have certain rituals that I must follow every day. I can never break them. Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Equipment —