<div class="floatright"><div align="center"><span class="bbc_size" style="font-size: 14pt;">Zhendaya</span><br/><br/>(https://i.pinimg.com/564x/cf/22/54/cf2254dd90b3889e14b2a575d2674284.jpg)<br/></div></div><strong>Player:</strong>Bibliophilia<br/><strong>Class and Level:</strong>Fighter 3<br/><strong>Background:</strong>Soldier<br/><strong>Race:</strong>Centaur<br/><br/><strong>Armor Class:</strong>18<br/><strong>Initiative:</strong>-1<br/><strong>Speed:</strong>40 ft<br/><strong>Passive Perception:</strong>14<br/><strong>Hit Point Maximum:</strong>23<br/><strong>Hit Dice:</strong>3d10+3<br/><strong>Proficiency bonus:</strong>+2<br/><br/><strong>Ability scores:</strong><br/>STR 16 (+3) DEX 8 (-1) CON 15 (+2) INT 10 (0) WIS 14 (+2) CHA 12 (+1)<br/><br/><strong>Saving throws:</strong>Str (+5); Con (+4)<br/><br/><strong>Proficiencies:</strong>Athletics, Insight, Intimidation, Perception<br/><br/><strong>Languages:</strong>Common & Sylvan<br/><strong>Weapon proficiencies:</strong>Simple & Martial weapons<br/><strong>Armor proficiencies:</strong>All armor & shields<br/><strong>Tool Proficiencies:</strong>Playing Cards, Vehicles (land), Woodcarver's Tools<br/><br/><strong>Features and traits:</strong><br/><br/><strong>Charge</strong>- If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.<br/><strong>Hooves</strong>- Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit<br/>with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br/><strong>Equine Build</strong>- You count as one size larger when determining your carrying capacity and the weight you can push or drag.  In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs.  When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.<br/><br/><strong>Fighting Style</strong>-<em>Dueling</em>: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br/><strong>Second Wind</strong>- 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 + your fighter level.  Once you use this feature, you must finish a short or long rest before you can use it again.<br/><strong>Action Surge</strong>- Starting at 2nd level, you can push yourself beyond your normal limits for a moment.  On your turn, you can take one additional action on top of your regular action and a possible bonus 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.<br/><strong>Martial Archetype</strong>-<em>Battle Master</em><br/><ul class="bbc_list"><li>Maneuvers - <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feinting Attack</div><div class="spoiler_body">You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Menacing Attack</div><div class="spoiler_body">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.</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trip Attack</div><div class="spoiler_body">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.</div></div></li><li>Superiority Dice - Four 1d8 to use on maneuvers, regained after short or long rest.</li><li>Saving Throw DC - 13</li></ul><strong>Student of War</strong>- At 3rd level, you gain proficiency with one type of artisan's tools of your choice.<br/><br/><strong>Specialty</strong>- Cavalry (Duh.)<br/><strong>Military Rank</strong>- Vou have a military rank from your career as a soldier.  Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.<br/><br/><strong>Equipment:</strong><br/>- 10 gp<br/>- Insignia of military rank<br/>- Polished bit of scalemail with the initials 'H.L.' embossed on it.<br/>- Deck of cards<br/>- Set of common clothes<br/>- Chain mail<br/>- Longsword<br/>- Shield<br/>- Two handaxes<br/>- Dungeoneer's pack<ul class="bbc_list"><li>backpack</li><li>crowbar</li><li>hammer</li><li>10 pitons</li><li>10 torches</li><li>tinderbox</li><li>10 days of rations</li><li>waterskin</li><li>50 feet of hempen rope</li></ul><br/><strong>Personality traits:</strong>Zhen is a cheerful, dreamy-eyed warrior who believes that good always prevails, evil is always vanquished and treasure is only there to ensure one can continue to fight the good fight.  She longs to fight dragons, rescue damsels (or bromsels) and fall asleep at night knowing that the world is a better place because of her.  Some might call her delusional, but she considers herself an optimist who refuses to let the wickedness of the world make her as jaded as many of the other warriors she's met.  Still, that doesn't mean she is naive.  She knows that not everyone is good at heart, and there are bad people in the world, but she figures that's all the more reason for the good ones to hold onto their sunny dispositions and keep fighting for what's right.<br/><br/><strong>History:</strong>Zhen grew up in a tribe of centaur who devoted themselves to the cultivation of healing and hallucinogenic fungi.  They were a peace-loving, happy people that served others through the trading and selling of the mushrooms, yeasts and molds that they grew, as well as potions, tinctures, teas and salves derived from their crops.  The tribe's devotion to their trade went far beyond simply that of mushroom farmers and delved into druidic faith in a being known only as The Mother.  The Mother was believed to be that which birthed all life, the first single-cellular organism that multiplied and thrived upon the fledgling plane.  All life evolved from The Mother, who now resides in the core of the planet and with whom all her offspring are still connected.<br/><br/>When she was a child, Zhen was an odd child, often sneaking off alone to stalk among the dark, dank underground caverns where the tribe of The Mother cultivated many of their varietals.  These caverns were lighted only by bioluminescent lichens and other fungi, providing the perfect space for a budding adventurer to explore and make believe.  Armed with a stick and the dried cap of a giant mushroom, she spent hours pretending to battle dragons, goblins, bugbears and other dangerous beasties.  Her heart longed for derring-do, excitement and the thrill of battle, despite the tsking of her parents and the teachings that all of Mother's children were sacred.<br/><br/>When she was in her teens a regiment of battle-weary and wounded soldiers took refuge in their encampment for a few days on their march to the next point of attack on the enemy.  Hr tribe offered them respite, healing and comfort while they rested, and Zhen hounded every soldier she saw for tales of their battles.  Hearing stories of war only fueled her desire to experience such things for herself, even though many of the soldiers made their tales as gruesome and brutal as possible in an effort to discourage her.  She watched them march away with longing and determination, knowing that one day she would experience the thrill of combat for herself.<br/><br/>Several years later, right around when she turned 18, not long after the tribal ceremony that welcomed her into adulthood, she informed her family that she was going to leave their encampment and find a city where she would be allowed to enlist in their military.  Her parents begged her to reconsider and there were many tears, attempts at persuasion and even recriminations.  Still, in the end her family reluctantly saw her off with love and implorations that she visit when she could.  While they didn't agree with her choice and feared for her life, they loved her and believed all of Mother's children had to make their own way to fulfill their purpose.<br/><br/>She traveled for some time before finding her way to the city of Lograth, which is where the soldier's she'd met many years before had been from.  There, she sought out any soldiers she knew, eventually finding one who had attained a very prestigious rank in the three years since they'd met.  The man remembered the eager, young Centaur well (which was hardly a surprise), and agreed to allow her to join the city's forces as repayment for her tribe's kindness.  But, he warned that she would receive no special dispensation, and should she fail to cut it in training, she would not be kept on out of the kindness of his heart.  She assured him she expected nothing but the chance to prove herself, and prove herself she did.<br/><br/>Her natural strength and skills made her quite suited for battle, and her determination saw her succeeding in areas that were more difficult for her, despite the occasional jeer or taunt from her fellow soldiers.  Over time she earned the respect and admiration of her peers, though they still teased her whenever she was forced to climb an obstacle...but, she couldn't really blame them.  By the time she and her fellow recruits went to their first battle, they were like her new family, a tribe that she would gladly fight and die for.  She served on the cavalry, and sometimes carried archers or fellow soldiers into the fray on her back.  Over time she discovered that war was hard, heart-breaking and far less exciting than she'd imagined growing up.<br/><br/>After five years of watching people she'd grown to love falling at her side and killing others who merely fought for a cause or leader<em>they</em>believed in, she realized that she no longer wanted to do it.  So, she obtained a discharge from her regiment and once more left behind her family, seeking out adventure rather than war.  She began to hire herself out to go on the sort of quests that she'd dreamed of as a young child, fighting dangerous beasts and thwarting wicked villains, instead of slaughtering fellow soldiers.