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John Wick - AI-generated fantasy Character

John Wick

Human · Fighter (Battle Master) · Level 20 · Criminal

John Wick

Quiet, disciplined, and intensely focused.
AC18
HP224/224
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 224 · 30 ft.
AlignmentNeutral GoodGenderMaleAgeMiddle-aged
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Shortsword,
Throwing knives,
Longsword,
Rapier,
Dagger,
Handaxe,
Heavy crossbow,
Light crossbow,
Longbow,
Greatsword,
Battleaxe,
Warhammer,
Halberd,
Spear,
Mace,
Quarterstaff,
Trident,
Whip,
Scimitar,
Club,
Sickle,
Javelin,
Blowgun,
Net,
Sling,
Shortbow,
Pike,
Glaive,
Maul,
Morningstar,
Flail,
Pick,
Lance

Tools

Thieves' tools,
One gaming set of choice,
One type of artisan's tools

Languages

Common

Features

21 features

Action

  • Extra Attack (3)Level 20

    You can make three attacks whenever you take the Attack action on your turn.

Bonus action

  • Second WindLevel 1

    You have a pool of stamina that lets you regain hit points as a bonus action. Once per short or long rest, you can roll 1d10 + your fighter level to regain hit points.

Always on

  • Judo Sweep

    When When a target is within reach and you can force it off balance.

    Make a weapon attack with advantage against a prone enemy you have knocked down with grappling or a maneuver.

  • Close-Quarters Control

    When When you hit with a melee weapon attack.

    After a successful weapon strike, immediately follow with a grapple or shove using brutal close-quarters control.

  • Aikido Counter

    When When a creature misses you with a melee attack.

    Deflect or turn aside an incoming blow with a precise blade or forearm movement, then counterattack if the opening appears.

  • Knife Toss

    When When you need a silent ranged strike.

    Make a ranged attack with a thrown knife, emphasizing speed and precision over brute force.

  • Fighting Style: DuelingLevel 1

    You are proficient with all armor, shields, and simple and martial weapons.

  • Action SurgeLevel 2

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. At 17th level, you can use it twice before resting.

  • Martial ArchetypeLevel 3

    At 3rd level, you choose a martial archetype, gaining its features at 3rd, 7th, 10th, 15th, and 18th level.

  • Combat SuperiorityLevel 3

    You have superiority dice, which are d12s. You have six superiority dice, and you regain all expended dice when you finish a short or long rest. You learn maneuvers that let you control the battlefield, strike with precision, and turn defense into offense.

  • ManeuversLevel 3

    You learn three maneuvers of your choice from the Battle Master list. Good choices for this character are Precision Attack, Trip Attack, and Riposte.

  • Student of WarLevel 3

    You gain proficiency with one type of artisan's tools of your choice.

  • Know Your EnemyLevel 7

    You learn to study a creature's habits and fighting style during combat or observation, helping you read its strengths and weaknesses.

  • Improved Combat SuperiorityLevel 10

    Your superiority dice become d10s.

  • Additional ManeuversLevel 10

    You have more battlefield control and your fighting style has become unnervingly efficient, allowing you to adapt to threats with lethal calm.

  • RelentlessLevel 15

    Whenever you roll initiative and have no superiority dice remaining, you regain one superiority die.

  • Improved Combat SuperiorityLevel 18

    Your superiority dice become d12s, and your mastery of combat is at its height.

  • Ability Score IncreaseHumanYour ability scores increase by 1 in every score.
  • Extra SkillHumanYou gain proficiency in one skill of your choice.
  • Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
  • Criminal ContactCriminal

    You have contacts in the criminal underworld who can provide you with information, shelter, or assistance. You know how to work the hidden networks of thieves, smugglers, informants, and fixers.

Gear

9 items

Weapons

  • 2×
    Shortsword
    A pair of short swords, carried as his favored close-quarters weapons.
  • 10×
    Throwing Knife
    A bundle of finely balanced throwing knives for silent ranged attacks.

Tools

  • Thieves' tools
    A set of tools for picking locks and bypassing traps.
  • Crowbar
    A simple tool used to force doors or strike locks.

Gear

  • Fine clothes
    A sleek black formal suit used as his signature attire and practical concealment.
  • Criminal's clothes
    A well-worn set of dark traveling clothes appropriate for work in the shadows.
  • Memento of the past
    A token of personal significance kept close at all times.
  • Explorer's pack
    A chest of gear for travel and survival.
  • Belt pouch with 15 gp
    A belt pouch holding coin and contraband funds.

Appearance

A tall human man in all black formal attire, sharp suit, black tie, polished shoes, and a cold, composed expression. He carries himself like a man who never wastes motion, with the calm posture of a duelist and the lethal focus of a professional killer. His hair is dark and neatly groomed, his face marked by hard-earned fatigue rather than weakness, and every pocket seems to conceal another knife.

Mannerisms

He speaks softly, with long pauses, and rarely wastes words. When tense, he straightens his cuffs, adjusts his tie, or rolls a knife once in his palm as if checking its weight. In combat he moves with unnerving calm, breathing evenly while closing distance in silent, efficient steps.

Personality

Quiet, disciplined, and intensely focused. He is polite by default, terrifying when provoked, and deeply respectful toward competence, courage, and restraint. He prefers action over argument, but when he does speak, his words are measured and sincere.

Ideals

Loyalty. A person is only as strong as the promises they keep, and he keeps his word even when it costs blood. Mercy. Power means little if it is used only to punish the weak. He believes violence should protect the innocent, not exploit them.

Bonds

He protects the few people who remain important to him with relentless devotion, and he will cross any line to keep them safe. His weapons, suit, and private routines are tied to the memory of a life he cannot fully leave behind.

Flaws

He is so used to solving problems with violence that he sometimes underestimates how much patience and mercy can accomplish. His grief can become tunnel vision, and once a target is chosen, he has difficulty letting go. He also carries a dangerous habit of handling every wound, insult, and betrayal personally.

Quirks

Counts exits the moment he enters a room.
Keeps his hands impeccably clean even after a fight.
Aligns knives and weapons with obsessive precision before resting.
Has a habit of smoothing his tie before violence begins.

Background

John Wick was born a human with a gift for stillness, precision, and impossible discipline. In his youth he learned that the fastest hand is useless without patience, and the deadliest blade means nothing without control. He drifted into the criminal world not out of greed, but because the world of shadows recognized his talent before the honest world did. There he became a legend, a man whose name was spoken softly and with caution, an assassin who could turn a hallway, a ballroom, or an alley into a graveyard with the economy of a master duelist. What set him apart was not cruelty, but restraint. He refined his killing art into something almost ceremonial, a fusion of brutal grappling, joint breaks, close-quarters sword work, and the silent snap of throwing knives. He favors a pair of short swords because they let him stay in motion, controlling space like a dancer with a death wish. Though the criminal underworld once made him its finest weapon, John never fully belonged to it. He carries a private code, one that demands loyalty, punishes betrayal, and draws a hard line around innocent lives. His black suit is not vanity, but armor, uniform, and mourning all at once.

“In his youth he learned that the fastest hand is useless without patience, and the deadliest blade means nothing without control.”
From their backstory
Background
Criminal

Connections

Species

Human

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