Jabr Naim
Jabr Naim
Sheet
AC 18 · HP 25 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Action SurgeLevel 2
When On your turn when an extra burst of effort is needed
Take one additional action on your turn. Available once per short or long rest.
Bonus action
- Second WindLevel 1
When On your turn when injured
As a bonus action, regain 1d10 + 3 hit points. Available once per short or long rest.
Always on
- Improved CriticalLevel 3
Your martial focus sharpens your instincts. Your weapon attacks score a critical hit on a roll of 19 or 20.
- Soldier TrainingLevel 3
You gain proficiency in one type of gaming set, playing cards. You are also proficient with land vehicles.
- Ability Score IncreaseVariant HumanIncrease two different ability scores by 1, Strength and Constitution.
- AgeVariant HumanHumans reach adulthood in their late teens and usually live less than a century.
- AlignmentVariant HumanHumans tend toward no particular alignment.
- SizeVariant HumanMedium.
- SpeedVariant Human30 feet.
- LanguagesVariant HumanCommon and one additional language, Draconic.
- Skill VersatilityVariant HumanProficiency in Acrobatics.
- FeatVariant HumanAlert. You gain a +5 bonus to initiative, cannot be surprised while conscious, and creatures do not gain advantage on attack rolls against you as a result of being unseen.
- Military RankSoldier
You retain your military rank and can invoke that authority over soldiers loyal to your former organization. You can also recognize military insignia, ranks, and field protocols, and you can secure basic shelter or assistance from sympathetic military personnel.
Gear
11 itemsWeapons
- LongswordA versatile one-handed martial weapon with a broad, well-balanced blade.
- Light crossbowA ranged weapon with a case of twenty bolts.
Armor
- Chain mailHeavy interlocking metal armor, worn and maintained with military discipline.
- ShieldA sturdy wooden shield bearing a faded red unit cord.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Insignia of rankA small metal insignia from his former military unit.
- Trophy from a fallen enemyA broken buckle taken from a fallen enemy, kept as a reminder of war's cost.
- Playing cardsA worn deck of marked playing cards.
- Common clothesSimple, serviceable clothing suitable for travel.
Purse
- Pouch of goldLoose coin saved from military pay.
Appearance
A compact, weathered human with sun-browned skin, close-cropped black hair, and a narrow scar crossing the left eyebrow. He has dark, steady eyes and a practical build shaped by marching rather than showy strength. His chain mail is carefully maintained, while a faded red cord is tied around his sword arm as a quiet remembrance of his old unit.
Mannerisms
Jabr checks exits whenever he enters a room, rests his thumb along the edge of his shield when thinking, and gives quiet hand signals instead of raising his voice. Before making a difficult decision, he rubs the faded red cord on his sword arm.
Personality
Quiet, observant, and dryly humorous, Jabr treats every new group like a unit that has not yet learned how to function. He is protective toward inexperienced companions, distrustful of grand promises, and more comfortable repairing gear than discussing grief. Once he gives his word, he follows through even when the promise becomes inconvenient.
Ideals
Responsibility. A person with power is responsible for those placed in their care, especially when the rules fail them.
Bonds
He is determined to find the surviving families of the caravan guards and repay every debt owed to them. He also protects frightened recruits and refugees with a fierce loyalty that borders on recklessness.
Flaws
He cannot tolerate cowardice in people who hold authority, and he will openly challenge commanders even when obedience would be safer. He also keeps score of every betrayal and finds forgiveness harder than he admits.
Quirks
Background
Jabr Naim grew up in a dry border town where every family knew the sound of marching boots. He joined the town militia young, not from patriotism, but because the militia offered regular meals and a place for a boy who had no talent for farming. He proved patient under pressure, good at reading a road, and unusually difficult to frighten. During a disastrous escort mission, his commander abandoned a caravan to save the officers, leaving Jabr and a handful of recruits to bring the civilians through the pass. They succeeded, but only three soldiers returned. Jabr kept the unit's red cord and the commander’s insignia, though he wears neither with pride.
“He proved patient under pressure, good at reading a road, and unusually difficult to frighten.”
- Background
- Soldier
Connections
Species
Variant Human
Media
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