Level Up (A5E) Post your Sample Levelup Fighters!


So looking at some practical feedback, I wanted to make a thread dedicated to sample characters. Take the two playtest documents, and post what you come up with. What concepts speak to you that levelup does well? What hokey combos have you found that tear the system in half? Post them here.

Lathander the Sentinel
Lathander was a young elf when the Orc horde invaded his homeland, and took him as a slave. For years they groomed him as a watch dog for their camps, and the rule was simple...if any invader ever got past him, the orcs would make sure he was the first to die. Lathander spent many years on the edge of orc encampments....always one run away from freedom, one run away from a swift death from an axe in the back. Over time however, the orcs began to trust this elf outsider more and more. And as the memory of his old life faded, Lathander found his captors had become the only people he knew...his family.

Lanthander became so engrained into the village, that he was given the honored task of defending the chieftain. He was also more formally trained in the ways of combat, no longer just an eye...but a sword as well.

But it seemed this new life was also not meant to last. A human army swept the countryside, and no orc survived. Lathander defended his orc chieftan to his near last breath, but as the chieftan fell, and the elf saw nothing of the village left, he ran into the woods to hold on what little remained of his life.

With two lifetimes now faded and gone, Lathander has nowhere to call home. His evenings are filled with nighmares, barely trancing an hour a night. He sells his services as a bodyguard. No one escapes his notice....and no one ever forgets the haunted look of this elven sentinel.

Power Highlights
Passive Perception: 28 + Wisdom Mod (hidden threats), Never Surprised
Always Watching: Only Trances 1 hour a night
Great Bodyguard: Drops anyone moving past him to 0 speed, puts disadvantage on attacks against people next to him, can use his gaze of conviction to generate minor disadvantage against attacks other than at him.
Quick Death: Has 18-20 crit range on most rounds (default manuever)

Elf 6th level Fighter
Heritage Gift: Preternatural Awareness (Perception Prof, can't be surprised)
Culture: Orc Communal (expertise in Perception)
Background: Soldier (+1 strength)
Feat: Observant

Style: Protection
Steely Mein: Watchful Eye (+5 passive perception)
Martial Lore: Evaluate Technique
Knacks: Nightwatch (Trance 1 hour, light activity 3 hours for a full rest), Mountaineer (30 foot climb speed, can move through non-magical difficult terrain without penalty).

Maneuvers (7 exertion, 1 1st Tier, 4 2nd Tier)
Techniques: Mirror's Glint, Razor's Edge, Tempered Iron

Disciplined Combat Stance - +2 passive perception
Warning Strike - (Rec) Take OA, reduce speed to 0.
Dangerous Strikes (Technique) - 18-20 Crit Range
Gaze of Conviction - (BA) - Wisdom save or minor disadvantage on attacks against others than you.
Practiced Roll - (BA) Move 20 feet, no OA

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The Mountain that Rides (Zombie Form)
Any Game of Thrones fan will know the Mountain, the strongest, toughest fighter in all of Westeros. But after his near fatal death by poison, he has arisen, something even more...sinister.

Power Highlights
Deal Pain
Minor Advantage on First attack a round (~+3 attack, +1% more crits)
+1d4 damage to all attacks
+10 fire damage (once per round)
+10 damage (if he crits)
Can choose to trade some damage to instead Paralyze someone (DC 17 str save)

Take Pain
Toughness Feat, Doesn't drop when first taken to 0
+1 AC
Can negate Fear, Poison, Stunning
Can negate 14 points of damage a round
Can heal 10 damage a round

Insight at Disadvantage against him (who knows what is beneath that helmet)
Can cause Fear to a person as a bonus action

Orc 10th level Fighter
Heritage Gift: Tough-Bloodied
Culture: Red Dragon Cultist (representing his love of fire, and the cult like origins of his rebirth)
Background: Solider
Orc Paragon: +1 AC, resistance to saves against Fear
Feat: Great Weapon Master, Toughness

Style: Great Weapon Fighting
Steely Mein: Closed Helm (Disadvantage to Insight rolls made against you)
Martial Lore: Evaluate Technique
Reputation: Intimidating
Knacks: Burst of Strength, Campaigner, and of course "Mountaineering" ;)

Maneuvers (10 exertion, 4 3rd, 3 2nd or lower)
Techniques: Adamant Mountain, Razor's Edge, Unending Wheel

Heavy Combat Stance - (Stance) Minor Advantage on First Attack
Shrug it Off - (Reaction) Remove Frightened, Poisoned, Stunned
Mountains Might (Reaction) - Regain 1d6 + 7 damage
Paralyzing Blow (Action 2 attacks) - Make Blow that can cause Paralyses
Enhanced Critical (Reaction) - +10 damage on a crit
Parry (Reaction) - Reduce damage by 4d6
Trained Swings - (Technique) +1d4 damage on attacks

Mike Myler

Have you been to LevelUp5E.com yet?
There are several A5E playtesting games among the design team. :)
Note: The setting is a homebrew by the GM of this game (A5E does not have a world with a single massive city surrounded by transmogrifying sand, etc.)

Somber, despondent, and relying on violence to achieve his goals, there is little surprise that Sitoc is from a time before the rise of the massive city that is Fin Turris, jailed for the vicious murder of a mage. At first glance it is easy to mistake the deep dwarf as a thug with a penchant for destruction, but those who know him are all too aware of what truly drives the so-called death cultist—a nihilistic bent to bring the rulers of the realm and all they’ve built tumbling down, finally ending the hell of civilization’s decay. Despite society’s love for magic he rejects enchantments of all kinds and relishes any opportunity to inflict pain upon those who’ve mastered spells, fueling each of his blows with his hatred for the high mages and what they’ve made of the world in his absence. Sitoc takes whatever jobs he can to further his renegade agenda (keeping a low profile until he acquires the resources required to effect massive change), and often called upon by another ex-convict (the kobold private investigator Gill) when the scaled detective has need for a pair of hard fists.
Suggested Equipment: Common clothes, dark cloak, thieves’ tools. Cost: 26 GP
Dungeoneer’s Pack (backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope)
Criminal Token: Brands burned into your arms as punishment for a crime
Criminal Connection: The masked courier who occasionally gives you jobs

Sitoc Embergut
Medium humanoid (deep dwarf), criminal
Armor Class 16 (leather, defense fighting style, shield)
Hit Points 13 (1d10+3)
Speed 25 ft., climb 25 ft.
16 (+3)​
14 (+2)​
14 (+2)​
12 (+1)​
10 (+0)​
8 (–1)​
Saving Throws Str +5, Con +4
Skills Athletics +5, Deception +1, Insight +2, Stealth +3
Tools gaming set, smith’s tools, thieves’ tools
Senses darkvision 120 ft., passive Perception 10
Languages Common, Dwarvish, Undercommon

Background Advancement (Criminal). If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your guild or gang. You may gain the free service of up to 8 bandit henchmen at any time. Alternatively, you might rise in the ranks of law enforcement as a thief catcher, and gain the service of up to 8 guards.

Background Feature: I Know Someone. In any city, you can find a shady entrepreneur who will buy anything from you, even something obviously stolen. Additionally, when in a city or town, you can find a safe place to lay low for yourself and your companions. You will be maintained at a modest lifestyle.

Combat Maneuvers (4 Exertion/Short Rest). You can spend exertion points to use combat maneuvers.
  • Charge (1 point): Action—Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action this turn.
  • Mountain’s Might (2 points): Bonus Action—You regain 1d6+4 hit points.
Creator’s Blessing. During a long rest, you can use smith’s tools for crafting and still receive the full benefits of resting.

Deep Magic. You know the resistance cantrip. When you reach 3rd level, you can cast the jump spell once with this trait. When you reach 5th level, you can cast the enlarge/reduce spell with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Deep Suspicion. You have advantage on saving throws against illusions and being charmed or paralyzed.

Exploration Knack: Mountaineer. You gain a climbing speed equal to your walking speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.

Stone Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10) slashing damage if wielded with two hands.

Handaxe (2). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage.

Longbow (20 Arrows). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
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Mr THE Left
(After criticizing the lack of TWF options with the maneuvers, I tried to put my money where my mouth is and see if that was simply wrong)

A true man of mystery, almost nothing is known about Mr THE Left. He's a showman, a businessman, and wooer of woman. No one really knows if that is his actual name, or if its simply what everyone calls him.

But one thing is known, he will always offer you a smile. And if he pulls out his beloved shortsword into his right hand, you know your in for a fun duel. But if he slides his trusted knife into his left....you are going to die.

One man that met his end at the edge of Mr THE Left's blade, asked him a peculiar question as the life faded from his eyes... "why a dagger, not a shortsword or something longer?" Mr THE Left returned the question with a warm smile, simple stating "the longer the blade the more the blood stains".

Power Highlights
Heavily Skilled
Has 6 skills, two of them change to an 8 on a roll of 2-7
Gains Minor Advantage on Insight

Master of TWF
Will often have +1d6 damage on 3 attacks
Can disarm creatures up to 3 times in a round.

Human 10th level Fighter
Heritage Gift: Inexorable Focus (Arcana, History)
Culture: Cosmopolitan (gain Prestidigitation, can hide armor and weapons, Arcana, Deception)
Background: Guild Artisan (+1 Int, +1 Dex, Persuasion, History, Artisan's Tools)
Paragon: Evasion Action (+10 speed, no difficult terrain on a dash, no OA from targets you hit)
Skills: Acrobatics, Insight, Arcana, History, Deception, Persuasion
Feat: Dex +2, Dex +2
**Edit: Originally had dual wielder, but I realized that another +2 dex is just flat out better.

Str: 8, Dex: 20, Con: 12, Int: 12, Wis: 12, Cha: 14
**I'll note that the lack of the straight up stats from core does hurt here. Its -1 point, but more important, because you often got +2 to a stat, its effectively worth 2 point buy points, which definitely stings.

Style: TWF
Steely Mein: Closed Helm (his smile is eternal, and his poker face perfection)
Martial Lore: Arms Merchant (not his main business, but he indulges from time to time)
Reputation: Mysterious (who is this guy?)
Knacks: Extreme Leap, Burst of Strength (a slender man that sometimes demonstrates strength well beyond what his frame would entail)

Maneuvers (10 exertion, 4 3rd, 3 2nd or lower)
Techniques: Unending Wheel, Tempered Iron, Mist and Shade, Mirror's Glint

Dangerous Signature
Disarming Assault (Technique) - Each attack can disarm opponent
**Note: Having now looked directly at Disarming Assault vs Disarming Counter... DA is just way better. It doesn't burn a reaction, and you get a disarm chance with every attack, and you can disarm shields....yes it uses a different save but I feel DA is going to come up much more often.

Parry (Reaction) - Reduce damage by 4d6.
Striding Swing (Technique) - Move 15 feet, attacks gain minor advantage against me, I gain +1d4 damage on attacks.
Feinting Assault (Technique) - Deception vs Insight to +1d6 damage on all attacks.
Defy Magic (Reaction) - Magic Attack within 30 feet forces Con save DC 17 or attack is negated
Intuitive Combat Stance (Stance) - Minor advantage on Insight, +2 to passive insight

My Verdict: Though it was much harder to find good manuevers for this guy, it was doable. There are enough Technique type abilities that can work on your bonus attack. Abilities like Disarming Assault are quite good for a TWF player. I don't think this closes the gap but it does narrow it.
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Kalaban the Pirate
(my attempt at a fighter/rogue multiclass to see how it looks).

The son of an ancient Sea Dragon, a misspoken word led to a rift that has never healed, and Kalaban was banished from his sire's domain. He now sails the Sea, daring his progenitor to come find him....but really in his heart, he just wants to go home.

Power Highlights
Dirty Fighting
Goes for the eyes with blindness
Picks your pocket while your fighting.

Acrobatic Swashbuckler
Can jump up to 36 feet, up to +14 athletics with a running jump
Can leap off of objects or sails and gain advantage for sneak attack

Dragonborn (Sea Dragon) 3 Rogue (Thief) / 5 Fighter
Heritage Gift: Draconian Fins (swim speed)
Culture: Draconic Exile (+5 init, can't be surprised, deception, survival)
Background: Sailor (+1 Con, +1 Dex, Athletics, Perception, Navigator's Tools)
Feats: Dex +2, Dex +2
Skills: Athletics (Expertise), Acrobatics (Expertise), Deception, Perception, Persuasion, Survival, Sleight of Hand
Str: 12, Dex: 20, Con: 14, Int: 10, Wis: 10, Cha: 12

Rogue: Cunning Action (Fast Hands), SA +2d6, Climb at full speed, +5 Athletics when running jump.

Style: Dueling
Steely Mein: Dangerous Aura DC 12
Extra Attack (Rapier with 2 attacks)
Uses a light wooden shield ("buckler")
Knacks: Extreme Leap, Burst of Strength

Maneuvers (Exertion: 7, 2 2nd, 2 1st)
Techniques: Tooth and Claw, Razor's Edge, Mist and Shade

Iron Will (Reaction) - Advantage on saves against fear and charm
Bounding Steps (Bonus Action) - move 15, gain advantage on next attack
Painful Pickpocket (Reaction) - When attacked, get a free sleight of hand to pickpocket.
Eye Slash (Technique) - On successful attack, DC 16 con or blinded

**Just noting that Draconic Exile is REALLY good. 2 great skills, and basically a whole feat (the +5 init and never surprised is why you take the Alert feat, the other piece is a minor bonus).

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