Sorin Veskari
Sorin Veskari
Sheet
AC 16 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthINT
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Second WindLevel 1
As a Bonus Action, regain hit points equal to 1d10 plus your Fighter level. Sorin can use this feature twice, regaining one expended use after a Short Rest and all expended uses after a Long Rest.
Always on
- Longsword, Sap
When Hit with a Longsword
When Sorin hits a creature with this weapon, the target's Speed is reduced by 10 feet until the start of Sorin's next turn.
- Javelin, Slow
When Hit with a Javelin
When Sorin hits a creature with this weapon, the target must succeed on a Strength saving throw or be pushed up to 10 feet away.
- Greatsword, Graze
When Hit or miss with a Greatsword
When Sorin hits a creature with this weapon, they have Advantage on their next attack roll against that creature before the start of their next turn.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Sorin has chosen Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Sorin has mastered the use of three weapons: longsword, javelin, and greatsword. Each can be used with its associated Weapon Mastery property.
- ResourcefulHumanSorin gains Heroic Inspiration whenever they finish a Long Rest.
- SkillfulHumanSorin gains proficiency in one skill of their choice, chosen here as Perception.
- VersatileHumanSorin gains an Origin feat of their choice, chosen here as Tough.
- ToughHumanSorin's hit point maximum increases by 2.
- Military RankSoldier
You retain the rank, reputation, and discipline earned through military service. Soldiers and veterans recognize your bearing, and you can often find shelter, basic assistance, or information among military organizations and the communities that support them.
Gear
9 itemsWeapons
- LongswordA versatile martial weapon with a 1d8 slashing damage die when used one-handed.
- 8×JavelinA simple melee weapon that can also be thrown, dealing 1d6 piercing damage.
- GreatswordA heavy two-handed martial weapon dealing 2d6 slashing damage.
Armor
- Chain MailHeavy protective armor made of interlocking metal rings.
Tools
- Gaming SetA military gaming set used to pass long watches and negotiate with bored officers.
Gear
- Dungeoneer's PackA sturdy pack containing supplies for underground or wilderness travel.
- Healer's KitA kit containing bandages, salves, and basic medical supplies.
- Traveler's ClothesPlain but durable clothing suitable for travel and military work.
Purse
- 14×Gold PiecesCurrency remaining from military pay and starting gear.
Appearance
A broad-shouldered human with warm olive skin, dark brown eyes, and thick black hair usually tied at the nape with a faded blue cord. Their face is gentle rather than severe, with a small scar crossing the left eyebrow and weathered hands marked by old training calluses. They wear well-maintained chain mail beneath a practical soldier's surcoat, and keep a carved wooden gaming piece tucked into one sleeve.
Mannerisms
Sorin speaks softly and makes deliberate eye contact when someone is frightened. They automatically count doors, windows, and exits upon entering a room, then apologize if anyone notices. Before making a difficult decision, they rub the blue cord around their wrist three times.
Personality
Calm, observant, and quietly protective. Sorin listens longer than most people expect, remembers small details about strangers, and has a dry sense of humor that appears only after danger has passed. They prefer practical kindness to grand speeches and become unexpectedly animated when discussing maps, bridge construction, or obscure regional games.
Ideals
Protection. Authority is only worthwhile when it is used to shield people who have less power. Orders that abandon the helpless are not worthy of obedience.
Bonds
The families of the abandoned hamlet trusted Sorin when the army would not. Sorin sends part of every payment to rebuild their bridge and will never knowingly leave one of them in danger.
Flaws
Sorin confuses responsibility with personal guilt. When anything goes wrong, they assume they should have prevented it, even when the failure was impossible to foresee. They are also deeply uncomfortable accepting praise, often responding by immediately listing everyone else who helped.
Quirks
Background
Sorin Veskari grew up in a small riverside settlement where the watch was the closest thing to a school, court, and traveling theater. Their mother kept the watchhouse kitchen, while their uncle taught them to read maps, mend straps, and judge a person's temper before judging their words. Sorin joined the local levy at seventeen, not from love of war, but because they had seen too many frightened people left to face danger alone. Years of escort duty and border patrol taught them patience, formation discipline, and the quiet importance of being the person who stays awake when everyone else is exhausted. During a winter evacuation, Sorin's unit was ordered to abandon a hamlet that could not be defended. Sorin disobeyed, holding a narrow bridge long enough for the villagers to cross. The act saved lives but ended their military career. Now they travel as a guard and adventurer, carrying the old unit's blue cord and a battered gaming set from the watchhouse. Sorin hopes to prove that duty is more than obedience, and that a soldier's greatest victory is bringing people home.
“Sorin joined the local levy at seventeen, not from love of war, but because they had seen too many frightened people left to face danger alone.”
- Background
- Soldier
Connections
Species
Human
Media
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