Marguille Black Acre    (Wood Elf Male Fighter)
Character Information   
Name: Marguille Black Acre XP/Next lvl: 900 / 2700
Class: Fighter HP:curr/max 32 / 32
Alignment: Chaotic Good AC:reg/rear/no shield 16 / 11 / 14
Race: Wood Elf Level: 3
Age: 44 Height: 5'8
Weight: 175 Gender: Male
Encumbrance: 301 lbs. Movement: 35 ft
Languages: Common & Elvish
Ability Scores   
STR: +2 (15)
INT: 0 (11)
WIS: +2 (14): 13+1 (Wood Elf)
DEX: +4 (18): 16+2 (Elf)
CON: +2 (15)
CHR: -2 (7)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: (Strength +4) {Dexterity +6} (Constitution +4) {Intelligence 0} (Wisdom +4) {Charisma -2} [Passive Widsom/perception 14] [Hit Die 3d10]

Description and Background   
Description:


Background:
Marguille was trained from his youth to master archery and the art of covert warfare. After his service to the Lord of The Wood Elves he departed his homeland to explore the limits of the realms and help those in need. While combat has always been his specialty, it is his faithful, selfless character that endears him to his companions, whomever they be. When he makes a promise he will die first, before failing to deliver. He will protect those who are helpless, putting himself on-the-line time after time. Marguille tends to keep the larger picture of the of life/cosmos above his own needs. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Marguille is known to ingest small, micro amounts of pyschotropic mushrooms that he claims improve his perception and also used as a sort of spiritual medicine. His companions can never tell whether he has consumed them or not, it doesn't appear to affect his duties he binds himself to.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Long Bow 1 150/600ft 1d8+4/piercing n n 20 arrows Ranged, Ammunition, Heavy, Range, Two-Handed.
Greatsword 1 5ft 2d6+2/slashing n n Melee Weapon (Martial, Sword)
Light Crossbow 1 80/320ft 1d8+4/piercing n n 20 bolts Loading, Range, Two-Handed
Equipment
Qty Item Location
1 Mess Kit backpack
1 tinderbox backpack
10 Rations by day backpack
1 Bone Dice backpack
1 50 ft Rope body
1 Bedroll body
1 Waterskin body
10 Torch backpack
1 Calligrapher's Tools backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 20 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Fey Ancestory
Can't be put to sleep,
advantage on saving throw against charm
Dark Vision
dim light as if it were bright light and to see in darkness as if it were dim light, up to 60ft
2nd Wind
Bonus action. 1d10 + level
Once per long or short rest
Action Surge
One additional action,
once per short or long rest.
Proficiencies
All armor, shields, simple weapons,
martial weapons, Long & short sword,
Long, Short bow & Calligrapher's Tools.
Trance
4 hours per day meditate to rest.
No sleep needed.
Land Vehicle Proficiency
Keen Senses
Proficiency in Perception skill
Martial Archetype: Battle Master
Maneuver Saving DC = 16

1) Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

2) 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 Strength saving throw. On a failed save, you knock the target prone.

3) 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 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.