UNIT 1313 “AKA Luck”
UNIT 1313 “AKA Luck”
Sheet
AC 18 · HP 13 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Divine SenseLevel 1
As an action, you can open your awareness to detect strong evil or good until the end of your next turn. You know the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, and you know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 plus your Charisma modifier, regaining all expended uses after a long rest.
- Lay on HandsLevel 1
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level multiplied by 5. As an action, you can touch a creature and draw power from the pool to restore hit points, up to the maximum remaining in your pool. Alternatively, you can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison. This feature has no effect on constructs or undead.
Always on
- Constructed ResilienceWarforgedYou have advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and you do not need to eat, drink, or breathe. You do not need to sleep, and magic cannot put you to sleep.
- Sentry's RestWarforgedDuring a long rest, you must spend at least six hours in an inactive, motionless state rather than sleeping. You remain conscious during this time.
- Integrated ProtectionWarforgedYou gain a +1 bonus to Armor Class. You can don or doff armor only while incorporating it into your body, and you can remain conscious while resting in this way.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. You gain proficiency in Perception and smith's tools.
- LanguagesWarforgedYou can speak, read, and write Common and one additional language, Celestial.
- Military RankSoldier
You retain the respect of your former military rank and can invoke that authority among soldiers, veterans, and allied military organizations. They recognize your service and may offer you access to temporary shelter, basic assistance, or information, though they will not endanger themselves for you without good reason.
Gear
10 itemsWeapons
- LongswordA versatile martial weapon used with one hand alongside the shield. Damage is 1d8 slashing, or 1d10 when wielded with two hands.
- 5×JavelinLight thrown spears suitable for ranged attacks. Damage is 1d6 piercing, range 30/120 feet.
Armor
- Chain mailHeavy armor made of interlocking metal rings. Wearing it reduces the wearer's speed by 10 feet unless the wearer has a Strength score of 13 or higher.
- ShieldA protective shield bearing the shrine's symbol of Tessa. Grants +2 AC when wielded.
Tools
- Gaming setA small gaming set used by soldiers to pass time during watches.
Gear
- Explorer's packIncludes a backpack, blanket, 10 torches, tinderbox, 10 days of rations, waterskin, and 50 feet of hempen rope.
- Insignia of rankA badge of rank or office from UNIT 1313's former military service.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, retained as a reminder of the cost of violence.
- Common clothesA set of common clothes suitable for travel and shrine duty.
Purse
- 10×Gold piecesCoins carried in a simple pouch.
Appearance
UNIT 1313 is a broad-shouldered warforged built from dark ironwood, burnished steel, and pale ceramic plates etched with tiny devotional prayers to Tessa. His head has a hinged lower jaw with visible brass teeth, which click softly when he speaks and separate into a surprisingly wide grin when he laughs. A blue-white crystal set in his chest glows faintly beneath overlapping armor plates. He wears chain mail beneath a tabard bearing Tessa's open-hand symbol, and his eyes constantly track doorways, windows, rooftops, and the hands of everyone nearby before settling on a speaker.
Mannerisms
Luck pauses before entering any room, silently counting exits, elevated positions, and likely ambush points. He turns his head toward whoever is speaking, but his eyes continue scanning the room. When invoking Tessa's name, he places two fingers against the crystal in his chest. His brass teeth click once before he gives an answer he considers important.
Personality
Quietly attentive and unfailingly courteous, Luck treats every person as a possible survivor until proven otherwise. He speaks in concise military phrases, but has begun collecting jokes from the shrine clerics and delivers them with such solemn timing that people often laugh before realizing he intended humor. He is patient with the frightened, formal with strangers, and intensely curious about choices that cannot be reduced to orders.
Ideals
Mercy is strength. The purpose of power is to make safety possible for those who cannot provide it for themselves.
Bonds
The shrine of Tessa is my home, and the clerics who live there are my family. I will return to defend them whenever they call, no matter how distant or dangerous the road.
Flaws
I treat hesitation as a tactical failure and sometimes mistake emotional complexity for indecision. When someone threatens the shrine or its clerics, I can become rigidly protective and ignore reasonable compromise.
Quirks
Background
UNIT 1313 was forged for perimeter defense and assigned to a remote shrine dedicated to Tessa, a goddess of mercy, vigilance, and guardianship. The shrine was unusual, its clerical order composed entirely of women who served as healers, archivists, and spiritual leaders. A small cadre of warforged units protected the grounds, but UNIT 1313 became more than a sentry. He listened to the clerics teach that protection was not merely the prevention of harm. It was also the creation of a place where the frightened could breathe, the grieving could rest, and the guilty could choose to become better. When raiders attacked the shrine, UNIT 1313 held the outer gate while the clerics evacuated pilgrims and preserved Tessa's sacred relics. His body was battered, his command protocols damaged, and his unit designation was nearly lost in the smoke. A senior cleric found him repeating a damaged tactical phrase, “Luck favors the living,” and began calling him Luck. Afterward, he took an oath to Tessa, not because he fully understood faith, but because he had witnessed compassion accomplish what force alone could not. He now serves as the shrine's wandering protector, gathering allies, recovering stolen holy objects, and returning whenever his duties allow.
“The shrine was unusual, its clerical order composed entirely of women who served as healers, archivists, and spiritual leaders.”
- Background
- Soldier
Connections
Species
Warforged
Media
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