test
test
Sheet
AC 16 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Second WindLevel 1
You have two uses of Second Wind. As a Bonus Action, you can regain Hit Points equal to 1d10 plus your Fighter level. You regain one expended use when you finish a Short Rest, and regain all expended uses when you finish a Long Rest.
Always on
- Fighting StyleLevel 1
You gain a Fighting Style feat. Test has chosen the Defense option, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You gain the ability to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Test has mastered the spear and longsword. The exact weapon mastery effects depend on the weapon used.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Test has gained Perception proficiency.
- VersatileHumanYou gain an Origin feat of your choice. Test has chosen Alert.
- AlertHumanYou add your Proficiency Bonus to Initiative rolls, allowing Test to add +2 to initiative despite a Dexterity modifier of -1.
- TraitHumanCommon language and one additional language, Orc.
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and you can invoke your rank to exert influence over other soldiers or request basic support, such as temporary shelter or access to military facilities, when your rank and circumstances permit.
Gear
16 itemsWeapons
- SpearA long, balanced polearm suitable for thrusting. Test uses it as a mastered weapon.
- ShortbowA curved ranged weapon with a quiver of ammunition.
Armor
- Chain MailHeavy protective armor made of interlocking metal rings. While wearing it, your Armor Class is 16. It imposes disadvantage on Dexterity (Stealth) checks and requires Strength 13 to avoid reducing your Speed by 10 feet.
Tools
- Gaming SetA set of gaming pieces used for recreation and wagers among soldiers.
Gear
- 20×ArrowsArrows designed for use with a shortbow.
- Healer's KitA compact collection of supplies for treating wounds and stabilizing the injured.
- BackpackA sturdy pack containing field necessities.
- BedrollA woolen blanket for sleeping outdoors.
- Mess KitA tin container for eating and cooking simple meals.
- TinderboxA small box containing flint, steel, and tinder.
- 10×TorchesTorches that provide light and can be used to start fires.
- 10×RationsPreserved food sufficient for ten days of travel.
- WaterskinA durable container for drinking water.
- ShovelA small entrenching shovel useful for digging, fortification, or burial.
- RopeA coil of hempen rope, 50 feet long.
Purse
- 14×Gold PiecesMoney remaining from military service and starting provisions.
Appearance
A lean, weathered human with close-cropped brown hair, gray eyes, and a narrow scar running from the left temple to the cheek. Their posture is rigid from years of drill, and their hands are calloused from spear practice and field labor. They wear well-maintained chain mail beneath a faded military cloak, with a battered wooden shield strapped across their back.
Mannerisms
Test checks exits and defensible positions whenever entering a room, counts under their breath while preparing equipment, and addresses companions by formal military titles until invited to do otherwise.
Personality
Test is reserved, practical, and intensely reliable. They speak in concise reports, dislike wasteful arguments, and instinctively place themselves between danger and the least experienced person in the group. Beneath the stern discipline is a dry sense of humor that appears at the worst possible moments.
Ideals
Duty. A soldier's worth is measured by the people who make it home because of them, not by medals, rank, or songs.
Bonds
I will return one day to the settlement I saved and make certain its people are never abandoned again.
Flaws
I obey routine long after routine has stopped being useful, and I become harsh or defensive when others question my judgment.
Quirks
Background
Test served in a border garrison where the roads were more dangerous than the battlefield. Raised among ordinary townsfolk, Test found purpose in the army, where every task had a clear purpose and every person had a place in the formation. Though not physically imposing, Test became dependable under pressure, learning to hold a shield line, carry messages through hostile terrain, and keep frightened recruits moving when officers lost their nerve. A disastrous winter patrol ended Test's military career. The unit was ordered to abandon a remote settlement during a monster attack, but Test disobeyed, staying behind long enough to guide civilians through the snow. The settlement survived, though the commander's reputation did not, and Test was quietly discharged rather than publicly honored. Now Test travels as a professional warrior, carrying the army's lessons into a wider world. Test still believes that courage is less about winning than refusing to leave someone behind.
“Raised among ordinary townsfolk, Test found purpose in the army, where every task had a clear purpose and every person had a place in the formation.”
- Background
- Soldier
Connections
Species
Human
Media
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