Evelyn Fysher

Formidable Leader of the Timberwolf Company


Name: Evelyn Fysher

Age: 27

xp: 45960

Class: Fighter

Hit Dice: 8/8 d10

Level: 8

Strength: 18 (4)
Dexterity: 13 (
Constitution: 16 (3)
Intelligence: 10 (
Wisdom: 11 (0)
Charisma: 14 (

Proficiency Bonus: +3

Armour Class: 18 + 1

Initiative: +1

Speed: 30’

HP: 73/73

Martial Archetype: Battle Master
Superiority Dice: 5 (d8)

Starting Gold: 675
Gold: 3952 (3k in guild + 25% of treasure room)

Saving Throws

Strength: 7
Dexterity: 1
Constitution: 6
Intelligence: 0
Wisdom: 0
Charisma: 2


*Acrobatics (Dex) : 4
*Animal Handling (Wis) : 3
Arcana (Int) : 0
*Athletics (Str) : 7
Deception (Cha) : 2
History (Int) : 0
Insight (Wis) : 0
Intimidation (Cha) : 2
Investigation (Int) : 0
Medicine (Wis): 0
Nature (Int): 0
*Perception (Wis): 3
Performance (Cha): 2
Persuasion (Cha): 2
Religion (Int): 0
Sleight of Hand (Dex): 1
Stealth (Dex): 1
*Survival (Wis): 3

Passive Wisdom: 13

Tool Proficiencies
Cook’s utensils
Smith’s tools
Vehicles (land)

Glaive + 2 (1d10 slashing, 6 lb. Heavy, reach, two-handed)
Longsword + 1 (1d8 slashing, 3lb, Versatile (1d10))
Shield (+2AC, 2lb)
Sentinal Plate Armour (AC 18, 65lb, +1 AC, this extra AC must be transfered to a friendly character within reach during combat if able)
Nail Gun + barbed nails

Crown, (stored)

An iron pot,
A set of common clothes,
Massive Tower Shield (5AC) stored

Cook’s utensils
Smith’s tools

Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 5 torches, 9 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.


Great Weapon Fighting:
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 weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind:
You have a limited well o f 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 1d 10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge (One Use):
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 o f 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard
to two of the following characteristics of your choice:

• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)

Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they w ill not risk their lives for you.


You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures within 5 feet o f you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
• When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
• While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee w eapon or reduce a creature to 0 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.


Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) = 8 + 3 + 4 = 15

Precision Attack.
When you make a weapon attack roll against a creature, you can expend one superiority
die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects o f the attack are applied.

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.

Distracting Strike.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start o f your next turn.

When a creature misses you with a meleea ttack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Feinting Attack.
You can expend one superiority die and use a bonus action on your turn to feint, choosing
one creature within 5 feet o f you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.



Background: Folk Hero

Defining Event: Fought with and lead village militia against rogue mecenancy group occupying hometown.

Personality Trait: Lives mostly for others; will do almost anything for the well-being of friends.

Ideal: Strength should be used to protect others, but it is often wasted.

Bond: The city shelttered me when I had nothing, and provides the foundation for everything I am today.

Flaw: Deals with loss of comrades and failure very poorly. Overeager to show off strength and be the best. Lusts of revenge.


Evelyn grew up in the isolated village of Pirn, with her elder brother Rodrik. Thier parents passing in a recent war before she was older enough to remember them, her father as a soldier and her mother of illness. It fell to Rodrik to earn a living as a blacksmirth and Evelyn to cook and housework. An impressive set of plate armour hidden away was all that is left of their parents.

During a struggling time of a harsh winter, monsters had trampled crops and scared away game, everyone in the area was hungry. Word had gotten around of Pirn’s stores and it was not long before a small band of employed mercenaries seized the small and defenceless town. Evelyn and Rodrik could not bare to be prisoners in their own town while their hardwork was stolen. In secret they rallied and armed the townsfolk, with plans to repel the invaders.

In the coming days the situation became more tense, every other day a another mercenary or two would join the company, which was bragging of its successes. Word spread that one of the soldiers raped and killed a farmers daughter, resulting in the farmer, his sons and friends to attack the mercenaries before everthing was ready.

Sensing there would not be another chance, Rodrick lead the armed peasents in revolt. Even with surprise on their side, a few early kills gave no real advantage and the battle become bloody. Evelyn had been forbidden from fighting but a fimilar scream threw her into action.

Donning her fathers armour on impluse, which mysteriously fit perfectly and gleamed like it was brand new. Evelyn took one of her brothers swords joined the fight. Her first site confrimed her worst thoughts. Rodrick lay bleeding out in the snow while a few dozen townsfolk, terrified and paniced, where putting up a feeble resistance against the trained soldiers.

Having lost rationial thought Evelyn charged into the fray, cutting into the flank of the man satnding over her brother. Expecting to be surrounded, Evelyn was surprised to see her fellow towns people had rallied around her. The sight of a gleaming armoured figure charging at the last minute had brought inspiration to them and fear to the soldiers. Evelyn vowed to herself that no more of her friends would die tonight. And none did, at least those fighting at her side, as they managed to avoid and parry blows an untrained farmer or shopkeeper had no right too.

As the battle ended and the tunnel vision faded, Evelyn was shocked to see the town around her ablaze. There was no hope of saving the town or finding survivors. Evelyn later learned that the leaders of the brand and fled during the fighting. But not before taking the chance to rob and murder almost every hiding woman and child of the village. Her and the dozen or so remaining had nothing left.

With the dead buried and as much salvaged as possible Evelyn and two of her surviving friends decided to seek refuge in the capital city of Osta-Baille. Despite there near-death experiences they where not ready to give up on fighting, and vowed revenge on the captains who had fled, and the no village or person would experience the same plight.

Thus the Timberwolf Company was born. The company quickly grew, contacts were easy to come by when your leader, despite being a woman in her early 20s, dominates and inspires awe in her gleaming armour. The Timberwolf Company gained a reputation for efficienacy and low casualties which attracted fighters and patrons alike.

Evelyn did not not esacape her ideal unharmed. A loss of any fighter can upset her dearly, which results in her taking the most dangerous jobs herself. Often putting herself and the mission at risk to save comrades or retrieve their bodies. She has also not forgotten her vow to destroy the men to took everything from her.

Evelyn Fysher

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