Faro Venn
Faro Venn
Sheet
AC 16 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Extra AttackLevel 5
You can attack three times whenever you take the Attack action on your turn.
- Two Extra AttacksLevel 11
You can attack four times whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
You can regain hit points as a Bonus Action. You have four uses per Long Rest. Each use restores 1d10 + 18 hit points.
- Tactical ShiftLevel 5
When you use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Always on
- Fighting StyleLevel 1
Choose a Fighting Style feat. Faro has chosen Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use three weapon masteries with weapons in which you have proficiency. Faro uses Push with a greatsword, Sap with a flail, and Slow with a longbow.
- Action SurgeLevel 2
Once per Short or Long Rest, you can take one additional action on your turn. At Fighter level 17, you can use this feature twice before a rest, but only once per turn.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- IndomitableLevel 9
You gain proficiency in all saving throws. When you fail a saving throw, you can reroll it and must use the new roll. You can use this feature three times per Long Rest.
- Tactical MasterLevel 9
You can use a weapon's Mastery property even if you are wielding a nonmagical version of the weapon, and you can change which weapon mastery applies to a weapon after each Long Rest.
- SurvivorLevel 18
At the end of each of your turns, if you have no more than half your Hit Point maximum, you regain 5 + your Constitution modifier hit points.
- Improved CriticalLevel 3
You score a Critical Hit on a roll of 19 or 20 on the d20 when making an attack roll.
- Remarkable AthleteLevel 7
You have Advantage on Initiative rolls. In addition, immediately after a Critical Hit or reducing a creature to 0 Hit Points, you can move up to half your Speed without provoking Opportunity Attacks.
- Additional Fighting StyleLevel 10
You gain an additional Fighting Style feat. Faro has chosen Great Weapon Fighting, allowing him to reroll a 1 or 2 on a damage die for an attack made with a Melee weapon wielded in two hands.
- Superior CriticalLevel 15
You score a Critical Hit on a roll of 18, 19, or 20 on the d20 when making an attack roll.
- Epic BoonLevel 19
You gain one Epic Boon feat. Faro has chosen Boon of Irresistible Offense, allowing his attacks to deal extra damage on a Critical Hit and to ignore resistance to his damage type.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Faro has chosen Perception.
- VersatileHumanYou gain an Origin feat of your choice. Faro has chosen Tough, increasing his Hit Point maximum by 36.
- Military RankSoldier
You have military rank or service experience that allows you to recognize the insignia, ranks, and customs of soldiers and officers. You can find the proper military contacts, secure temporary shelter from sympathetic forces, and obtain basic logistical assistance when operating in an area where your former service is respected.
Gear
12 itemsWeapons
- GreatswordMartial melee weapon used as Faro's primary close-combat weapon. Damage 2d6 slashing.
- FlailMartial melee weapon with the Sap mastery property. Damage 1d8 bludgeoning.
- 8×JavelinMartial thrown weapon. Damage 1d6 piercing, range 30/120.
- Light CrossbowRanged weapon. Damage 1d8 piercing, range 80/320.
- SpearMartial melee weapon from the Soldier background. Damage 1d6 piercing.
- ShortswordSimple martial sidearm from the Soldier background. Damage 1d6 piercing.
Armor
- Chain MailHeavy armor providing AC 16. Faro's Defense Fighting Style raises his Armor Class to 17 while wearing it.
Tools
- Gaming SetA set of gaming dice or another military gaming set used to pass long watches.
Gear
- 20×Crossbow BoltAmmunition for the light crossbow.
- Dungeoneer's PackContains a bedroll, mess kit, tinderbox, rations, rope, and other field necessities.
- Healer's KitRestores 1 hit point when used as an action and provides limited emergency medical supplies.
Purse
- 14×Gold PiecesCurrency carried from years of military and mercenary service.
Appearance
Faro is a stocky human man, six feet two inches tall, with a barrel-like frame built from solid muscle and bone. His weathered, tanned skin is marked by old scars, his nose has been broken at least once, and his close-cropped silver hair matches his thick, carefully maintained beard. His pale blue eyes are sharp and watchful. He wears practical dark gray clothing when off duty, including a worn henley, battered leather vest, reinforced canvas pants, steel-toed boots, and a plain silver ring. In combat, he favors a disciplined military presentation, wearing fitted dark armor over a tactical-looking bodysuit, with ammunition pouches, a medical kit, gloves, a heavy combat belt, and a rune-etched firearm-like crossbow reimagined as a compact magical weapon.
Mannerisms
Faro speaks in short, clipped sentences and rarely raises his voice. He automatically checks exits, counts people in a room, and positions himself where he can see everyone. When irritated, he rubs the silver ring on his right hand with his thumb. Before a dangerous operation, he tightens his gloves, checks every weapon twice, and says, "Stay sharp."
Personality
Gruff, practical, and unshakably loyal. Faro dislikes politics, posturing, and ornamental speeches, preferring direct action and measurable results. He respects courage, competence, discipline, and anyone who keeps their word. Though he appears emotionally distant, he quietly notices who is tired, frightened, or injured and places himself between them and danger without hesitation.
Ideals
Duty. A promise made to a teammate is worth more than a law, contract, or command. Competence is the foundation of trust, and loyalty is proved through action.
Bonds
The names of the soldiers lost under his former command are engraved inside his plain silver ring. He will risk almost anything to protect the members of his unit, especially those who remind him of the people he failed to bring home.
Flaws
He assumes authority is incompetent until proven otherwise, and he is often unable to let a bad order or careless mistake pass without confrontation. Faro has a habit of treating every disagreement as a potential battlefield problem. He also believes that if he can still stand, he has no right to ask anyone else to take his place.
Quirks
Background
Faro spent most of his adult life in uniform, first as a disciplined infantryman and later as a member of an elite special operations unit. He learned to move through hostile ground without wasting a step, to trust the soldier beside him more than the officer shouting from behind, and to keep functioning after fear, exhaustion, and pain had stripped away everything else. His unit was eventually broken apart by a command failure that cost good people their lives. Faro survived, but the medals and official explanations never repaired the silence left behind. After leaving military service, Faro became a mercenary and private security contractor. He guarded convoys, extracted executives, cleared hostile facilities, and accepted assignments that respectable organizations preferred not to discuss. He developed a reputation for ruthless efficiency, but also for honoring contracts exactly as written. When repeated security failures exposed the corruption and incompetence of the corporations that employed him, Faro joined a compound whose people were willing to fight for one another without pretending the world was fair. As a high-level Champion Fighter, he is a master of sustained combat, precise weapon work, and battlefield endurance. He does not seek glory. He seeks a perimeter that holds, a team that comes home, and a promise that is kept.
“His unit was eventually broken apart by a command failure that cost good people their lives.”
- Background
- Soldier
Connections
Species
Human
Media
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