Shin Se-gi

Modified Ability Scores Human Samurai 9 outides
STR 20 [+5]; CON 14 [+2]; DEX 16 [+3]; INT 9 [-1]; WIS 12 [+1]; CHA 14 [+2]
Hit Points (12+ 8*8)= 76
AC : 14 (Leather)
Saving Throws: Strength +9, Constitution +6, Dexterity +3, Intelligence -1, Wisdom +5, Charisma +2

Levels Proficiency Bonus Features Stuff
1st +2 Fighter Fighting Style, Second Wind
2nd +2 Fighter Action Surge (one use)
3nd +2 Fighter Samurai Samurai Bonus Proficiency (Persuasion), Fighting Spirit
4rd +2 Fighter Samurai Ability Score (STR)
5th +2 Fighter Samurai Extra Attack
6th +3 Fighter Samurai Ability
7th +3 Fighter Samurai Samurai Elegant Courtier
8th +3 Fighter Samurai Ability (Feat)
9th +4 Fighter Samurai Indomitable (One use)

P r o f i c ie n c i e s
Skill Proficiencies: Athletics +9, Survival +, Perception, Animal Handling, Insight (Human), Persuasion (Samurai) +7,
Tool Proficiencies: ???
Saving Throws : STR, CON

ALERT (Feat)

You've learned to put the weight of a weapon to your
advantage, letting its momentum empower your strikes.
Vou gain the following benefits:
On your turn, when you score a criticai hit with a
mele e weapon or reduce a creature to O hit points
with one, you can make one melee weapon attack as a
bonus action.
Before you make a melee attack with a heavy weapon
that you are proficient with, you can choose to take a
-5 penalty to the attack roll. If the attack hits, you add
+10 to the attack's damage.

When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapoo must
have the two-handed or versatile property for you to gaio
this benefit.

Beginning at 9th leveI, you can reroll a saving throw that
you fail. If you do 50, Yotl must use the new roll, and you
can't use this feature again until you finish a long resto

Vou have a limited well of stamina that you can draw on
to protect YOtlrself from harm. On your turn, you can use
a bonus action to regain hit points equal to ld10 + your
fighter leveI.
Once you use this feature, you must finish a short or
long rest before you can use it again.

Starting at 2nd leveI, Yotlcan push yourself beyond yotlr
normallimits for a momento On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.

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