Faro Veyr
Faro Veyr
Sheet
AC 16 · HP 116 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Extra Attack and Tactical ShiftLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn. You can also move up to half your Speed immediately after using Second Wind without provoking Opportunity Attacks.
- Three Extra AttacksLevel 11
You can make three attacks instead of two whenever you take the Attack action on your turn.
Bonus action
- Tactical Recovery
When When Faro needs healing or must withdraw safely.
Faro spends a Bonus Action to recover his breath, regain hit points, and reposition without provoking Opportunity Attacks.
- Second WindLevel 1
You can regain hit points as a Bonus Action by expending one use of Second Wind. You regain uses when you finish a Short or Long Rest, and regain one use whenever you roll Initiative if you have none remaining.
Always on
- Critical Breach
When When Faro rolls a 19 or 20 on a greatsword attack.
Faro drives his greatsword through an opening in the enemy's guard, exploiting his Champion training to land a devastating critical strike.
- Hold the Line
When When a creature within Faro's reach provokes an Opportunity Attack or attacks an ally nearby.
Faro's disciplined attacks and trained reactions punish enemies that move carelessly or attack his allies.
- Measured Correction
When After Faro misses a creature with an attack.
Faro studies a missed target and adjusts his stance, gaining Advantage on his next attack against that creature.
- Weapon MasteryLevel 1
You gain proficiency with martial weapons and can use weapon mastery properties with four weapons of your choice. Faro has mastered the greatsword, spear, shortbow, and flail.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Faro has the Great Weapon Fighting style, allowing him to reroll a 1 or 2 on a damage die for an attack made with a melee weapon wielded in two hands, using the new roll.
- Tactical MindLevel 2
Once per turn, when you fail a D20 Test, you can expend a use of Second Wind and add 1d10 to the roll, potentially turning failure into success.
- Improved CriticalLevel 3
Your weapon attacks score a critical hit on a roll of 19 or 20.
- Ability Score ImprovementLevel 4
You gain one Ability Score Improvement or another feat for which you qualify. Faro selected Great Weapon Master.
- Ability Score ImprovementLevel 6
You gain another Ability Score Improvement or feat. Faro selected Sentinel.
- Remarkable AthleteLevel 7
You can add a d20 roll to any Strength, Dexterity, or Constitution check that does not already use your Proficiency Bonus. You also gain a Climb Speed equal to your Speed.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement or feat. Faro selected Tough.
- IndomitableLevel 9
You can reroll a failed saving throw, using the new roll. You can use this feature once per Long Rest, and gain additional uses at higher Fighter levels.
- Additional Fighting StyleLevel 10
You gain a second Fighting Style feat. Faro selected Defense, granting a +1 bonus to Armor Class while wearing armor.
- Ability Score ImprovementLevel 12
You gain another Ability Score Improvement or feat. Faro selected Mobile.
- Studied AttacksLevel 13
When you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
- Ability Score ImprovementLevel 14
You gain another Ability Score Improvement or feat. Faro selected Alert.
- Heroic WarriorLevel 15
When you roll Initiative, you gain Heroic Inspiration if you do not already have it.
- Ability Score ImprovementLevel 16
You gain another Ability Score Improvement or feat. Faro selected Resilient, choosing Wisdom and increasing Wisdom to 16.
- Indomitable ImprovementLevel 17
You gain another use of Indomitable and can use it to reroll a failed saving throw with Advantage.
- SurvivorLevel 18
At the start of each of your turns, you regain hit points equal to 5 plus your Constitution modifier if you have no more than half your Hit Points and have at least 1 Hit Point.
- ResourcefulHumanWhen Faro finishes a Long Rest, he gains Heroic Inspiration.
- SkillfulHumanFaro gains proficiency in Perception.
- VersatileHumanFaro gains an additional Origin feat, chosen here as Alert.
- TraitHumanMedium humanoid with a Speed of 30 feet.
- Military RankSoldier
You can invoke your military rank and experience to secure basic assistance from soldiers, veterans, and military organizations that recognize your service. Such aid may include temporary shelter, basic equipment, information, or access to a military camp, though it does not guarantee obedience or unconditional support.
Gear
10 itemsWeapons
- GreatswordA massive two-handed martial weapon used by Faro as his primary close-combat weapon.
- SpearA versatile thrusting weapon carried as Faro's backup weapon.
- ShortbowA ranged martial weapon used for silent or long-distance attacks.
- FlailA flail used for close-quarters combat and weapon mastery practice.
Armor
- Chain MailHeavy armor composed of interlocking metal rings. Faro wears it beneath a modern tactical vest.
Tools
- Gaming SetA gaming set used to maintain morale and remember fellow soldiers.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Dungeoneer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Military InsigniaA worn military insignia and service identification from Faro's former unit.
Purse
- 14×Gold PiecesA small reserve of starting currency.
Appearance
Faro is a stocky human man who stands six feet two inches tall, with a barrel-like frame built from solid muscle and bone. His weathered, tanned skin bears old scars and faint lines from decades spent outdoors and in combat. Close-cropped silver hair exposes the strong lines of his skull, while a thick, carefully groomed silver beard frames his stern mouth. His pale blue eyes are sharp and watchful. A broad, once-broken nose gives his face a rugged, battle-hardened appearance. In casual settings he wears a dark gray henley, a battered leather vest, heavy canvas work pants, and scuffed steel-toed boots. In combat he wears chain mail beneath a matte black tactical vest, reinforced dark trousers, combat boots, gloves, and a headset. His greatsword is carried like a military rifle, and his spear and shortbow are maintained with professional precision.
Mannerisms
Faro speaks in short, clipped sentences and rarely raises his voice. He checks exits whenever he enters a room, keeps his back to a wall when possible, and cleans his weapons before eating. When angry, he becomes quieter rather than louder. He addresses people by rank or surname until they earn the right to something more personal.
Personality
Gruff, practical, and unshakably loyal, Faro speaks in a low rumble and wastes few words. He has little patience for politics, theatrics, or people who mistake confidence for competence. He respects courage, preparation, and anyone who keeps their word. Once someone earns his loyalty, Faro protects them with absolute commitment.
Ideals
Duty. A soldier's word is a wall between the innocent and the things that hunt them. If Faro gives his word, he will fulfill it regardless of cost.
Bonds
Faro still carries the plain silver ring of the first soldier he failed to bring home. He has sworn that no one under his protection will be abandoned while he is still able to stand.
Flaws
Faro distrusts authority that has not been tested by danger. He can become needlessly confrontational with officers, officials, and commanders he considers incompetent. He also believes that asking for help is a form of weakness, even when doing so would protect the people depending on him.
Quirks
Background
Faro was raised in a hard-working human settlement where competence mattered more than charm and every able-bodied adult learned how to defend the community. He enlisted young, drawn by the clarity of military life. Orders were given, duties were completed, and a soldier's worth was measured by whether the people beside him came home. Decades of service turned him into a disciplined field leader, a master of heavy weapons, and the soldier others trusted to hold the line when plans collapsed. He earned his reputation through endurance rather than spectacle, advancing through danger with a grim certainty that made younger troops follow him.
“He enlisted young, drawn by the clarity of military life.”
- Background
- Soldier
Connections
Species
Human
Media
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