Faro Veyr
Faro Veyr
Sheet
AC 18 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
37 featuresBonus action
- Second WindLevel 1
Faro can use Second Wind to regain hit points as a Bonus Action. As an 11th-level Fighter, he has three uses, and he regains expended uses after a Short or Long Rest.
- Tactical ShiftLevel 5
Faro can take the Dash, Disengage, or Search action as a Bonus Action after using Second Wind.
- Barbarian: RageLevel 1
Faro can enter a battle trance as a Bonus Action, gaining resistance to bludgeoning, piercing, and slashing damage, Advantage on Strength checks and Strength saving throws, and bonus melee weapon damage. He has four uses of Rage and regains all expended uses after a Long Rest.
Always on
- Controlled Burst
When After taking the Attack action with the FN-FAL
Faro fires a controlled burst from his runed rifle, then immediately shifts to cover or forces the target away with the weapon's Push mastery.
- Berserker Advance
When When combat begins or when an ally is threatened
Faro enters a focused combat trance, advances through incoming fire, and attacks with brutal close-range efficiency.
- Combat Recovery
When When reduced below half hit points
Faro spends Second Wind to recover, then uses Tactical Shift to move into cover or disengage without surrendering battlefield control.
- Fighting StylesLevel 1
Faro chooses the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor. He also has the Great Weapon Fighting style, allowing him to reroll certain low weapon damage dice when using a weapon held in two hands.
- Weapon MasteryLevel 1
Faro can use the mastery properties of six mastered weapons. His FN-FAL uses the Push mastery, forcing a target hit by the weapon to move up to 10 feet away on a failed Strength save.
- Action SurgeLevel 2
Faro can take an additional action on his turn. He has one use and regains it after a Short or Long Rest.
- Tactical MindLevel 2
When Faro fails an ability check, he can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- Champion: Improved CriticalLevel 3
Faro scores a critical hit with a weapon attack on a roll of 19 or 20. He also gains proficiency in one additional Fighter skill, chosen here as Perception.
- Ability Score ImprovementLevel 4
Faro gains one Ability Score Improvement or feat. His selected feat is Alert, granting a +5 bonus to Initiative, preventing him from being surprised while conscious, and allowing him to swap Initiative with a willing ally at the start of combat.
- Extra AttackLevel 5
Faro can attack twice when he takes the Attack action. Because he has Fighter level 11, he can attack three times instead.
- Ability Score ImprovementLevel 6
Faro gains a feat, selected as Tough. His hit point maximum increases by 36.
- Champion: Remarkable AthleteLevel 7
Faro gains proficiency in Strength and Dexterity saving throws, and he can add half his proficiency bonus to any saving throw that does not already use a proficiency bonus.
- Ability Score ImprovementLevel 8
Faro gains a feat, selected as Sharpshooter. He ignores Disadvantage caused by attacking at long range, ignores Half and Three-Quarters Cover, and can make a ranged weapon attack with a -3 penalty to hit for an additional 3 damage when appropriate.
- IndomitableLevel 9
Faro can reroll a failed saving throw. He has one use and regains it after a Long Rest.
- Tactical MasterLevel 9
Faro can use the Push, Sap, or Slow mastery properties with any weapon he wields, replacing that weapon's normal mastery property when he chooses.
- Champion: Additional Fighting StyleLevel 10
Faro gains another Fighting Style, selected as Archery, granting a +2 bonus to attack rolls with ranged weapons.
- Two Extra AttacksLevel 11
Faro can make three attacks when he takes the Attack action.
- Studied AttacksLevel 13
When Faro misses with a weapon attack, he gains Advantage on his next attack against the same target before the end of his next turn.
- Champion: Superior CriticalLevel 15
Faro scores a critical hit with a weapon attack on a roll of 18, 19, or 20.
- Barbarian: Unarmored DefenseLevel 1
Faro gains Unarmored Defense. While wearing no armor, his Armor Class equals 10 + Dexterity modifier + Constitution modifier. He uses this feature for an Armor Class of 18.
- Barbarian: Danger SenseLevel 2
Faro has Advantage on initiative rolls while not wearing Heavy armor. He can also move stealthily while traveling at a normal pace when alone.
- Barbarian Subclass: BerserkerLevel 3
Faro gains the Berserker subclass. His rage becomes more violent and focused, reflecting years of suppressed combat fury.
- Barbarian: Reckless AttackLevel 2
Faro can use Reckless Attack to gain Advantage on Strength-based melee attacks during his turn, while attacks against him have Advantage until his next turn.
- Barbarian: Primal KnowledgeLevel 3
Faro gains one additional skill proficiency, chosen as Survival.
- Berserker: FrenzyLevel 3
While raging, Faro can enter Frenzy after using Reckless Attack. The first time each turn he hits with a Strength-based attack during that rage, the attack deals extra damage equal to his Rage Damage bonus.
- Barbarian: Instinctive Pounce and Mindless RageLevel 6
Faro gains Advantage on saving throws against being Frightened. If he fails such a save, he can repeat it at the end of each of his turns.
- Barbarian: Instinctive PounceLevel 7
Faro can move up to half his Speed when he enters Rage, without provoking Opportunity Attacks.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanFaro can add Heroic Inspiration after a Long Rest.
- SkillfulHumanFaro gains proficiency in one additional skill, chosen as Stealth.
- VersatileHumanFaro gains an additional Origin feat, chosen as Alert.
- Military RankSoldier
Faro can identify military organizations, ranks, insignia, and battlefield practices. He can secure basic shelter, food, and logistical support from military contacts and can usually find recognition or limited aid among soldiers and veterans who respect his service.
Gear
10 itemsWeapons
- Runed FN-FAL Assault RifleCustom magical FN-FAL assault rifle, using the musket weapon profile, with a polished wooden stock, glowing runes, sling, and suppressed firing mechanism.
- Suppressed SidearmSuppressed pistol, using the hand crossbow weapon profile for game statistics.
- Combat KnifeA combat knife, using the dagger weapon profile.
Armor
- Tactical VestMatte black tactical vest and reinforced bodysuit, treated as medium armor for campaigns using modern equipment.
Tools
- Gaming SetA gaming set carried from his military service, chosen as a deck of cards.
Gear
- 60×Rifle AmmunitionAmmunition for the FN-FAL, represented by magically replenishing rune-marked cartridges.
- Healer's KitA compact medical kit containing bandages, antiseptic, sutures, and emergency stimulants.
- Traveler's ClothesHeavy canvas clothing, durable boots, gloves, and field garments suitable for travel and patrol.
- Silver RingA plain silver band belonging to a fallen squadmate.
- Military Field PackBasic field supplies, rations, cord, fire-starting tools, and cleaning equipment.
Appearance
Faro is a stocky human man, six feet two inches tall, with a barrel-shaped frame built from solid muscle and bone. His weathered, tanned skin bears old scars from military campaigns, mercenary contracts, and close-quarters fights. His close-cropped silver hair follows a severe military cut, and a thick, carefully groomed silver beard frames his rugged face. His pale blue eyes are sharp and watchful, while his broad nose shows evidence of an old break. In casual settings he wears a dark gray henley, battered leather vest, heavy canvas work pants, steel-toed boots, and a plain silver ring. On duty he wears a matte black tactical vest over a form-fitting bodysuit, reinforced cargo pants, tactical boots, gloves, headset, holstered pistol, ankle knife, and a magically enhanced FN-FAL assault rifle with glowing runes along its barrel.
Mannerisms
Faro speaks in clipped sentences and rarely raises his voice. He checks exits whenever he enters a room, taps the magazine well of his rifle before patrol, and cleans his silver ring with the edge of a sleeve when thinking. When angry, he becomes quieter rather than louder. He calls allies by their surnames until they have earned a first name.
Personality
Gruff, practical, and unshakably loyal. Faro speaks in a low rumble and prefers action over explanation. He has little patience for politics, posturing, or ceremonial authority. He respects competence, courage, and people who keep their word. Beneath his hard exterior is a disciplined protector who notices every weakness in a defensive position and every person who has been left behind.
Ideals
Duty. A promise made under fire is worth more than any contract, medal, or law. Protect the people beside you, finish the mission, and never spend another person's life carelessly.
Bonds
His plain silver ring belonged to the only squadmate who died believing Faro would come back for him. Faro keeps it polished and will risk almost anything to recover the remains or personal effects of fallen comrades. He considers the compound and its people his final unit, not because they are perfect, but because they are willing to stand together when the shooting starts.
Flaws
Faro distrusts anyone who gives orders from behind a desk, especially officers who speak about acceptable losses. He is slow to forgive betrayal and sometimes mistakes emotional restraint for weakness. Once he decides someone is a threat, he can become frighteningly absolute, even when a more measured response would serve the mission better.
Quirks
Background
Faro was raised in a hard frontier district where adulthood began with a uniform, a weapon, and a list of names to protect. He entered an elite special forces unit young and quickly became known for his discipline, physical endurance, and refusal to abandon a teammate. He learned to move through darkness, breach fortified positions, and make impossible decisions without wasting words. The unit’s last operation ended in a betrayal by officers who sacrificed an entire squad to preserve a political alliance. Faro survived, but the trust he once placed in rank and ceremony did not.
“He entered an elite special forces unit young and quickly became known for his discipline, physical endurance, and refusal to abandon a teammate.”
- Background
- Soldier
Connections
Species
Human
Media
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