Ser Jacob of Iron
Ser Jacob of Iron
Sheet
AC 19 · HP 58 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Commander's Strike
When Bonus action
Jacob can use a bonus action and expend a superiority die to direct an ally to strike, letting that ally use its reaction to make a weapon attack and add the die to the damage roll.
- Second WindLevel 1
You have a limited well of stamina you can draw on to keep yourself in the fight. As a bonus action, you regain 1d10 + 6 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.
- Action SurgeLevel 2
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Always on
- Extra AttackLevel 5
When Attack action
When Jacob uses the Attack action, he can attack twice instead of once.
- Trip Attack
When Hit a creature with a weapon attack
Jacob can spend a superiority die to add it to a damage roll and attempt to knock the target prone.
- Riposte
When A melee attack misses him
When a creature misses Jacob with a melee attack, he can use his reaction to make a melee weapon attack against that creature.
- Defense Fighting StyleLevel 1
While wearing armor, you gain a +1 bonus to AC.
- Combat SuperiorityLevel 3
You learn to lead and control the flow of battle through tactical mastery. You have 4 superiority dice, which are d8s. You know the maneuvers Trip Attack, Riposte, and Commander's Strike. Your maneuver save DC is 16. You can spend a superiority die to fuel one of your maneuvers, and you regain all expended dice when you finish a short or long rest.
- Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice. Jacob is most often given proficiency with smith's tools or carpenter's tools to reflect field repairs and siege work.
- Martial Archetype, Battle MasterLevel 3
You have chosen the Battle Master martial archetype, a disciplined combatant who turns battlefield training into precise, decisive strikes.
- Ability Score ImprovementLevel 4
You have increased one ability score by 2 or two ability scores by 1 each. Jacob used this improvement to sharpen the strength he relies on in the shield wall.
- Know Your EnemyLevel 5
You have learned to read the habits and competence of nearby creatures through experience and instinct. Over the course of 1 minute, you can assess a creature's capabilities compared to your own. This is not perfect knowledge, but it is enough to judge danger, training, and whether an opponent is likely to break first.
- Ability Score ImprovementLevel 6
You have increased one ability score by 2 or two ability scores by 1 each. Jacob used this improvement to harden his body and sharpen his staying power.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
- Military RankSoldier
Because of your military service, you can usually secure shelter, food, and protection from other soldiers or those sympathetic to your rank. You can also find officers or veterans who recognize your rank and are willing to help you.
Gear
13 itemsWeapons
- LongswordA versatile melee weapon kept ready for close quarters and formation fighting.
- BattleaxeA second martial weapon chosen for battlefield utility.
- LongbowA ranged weapon with a supply of ammunition for skirmish duty.
Armor
- Chain mailHeavy armor made of interlocking rings, repaired repeatedly and maintained with almost devotional care.
- ShieldA reliable shield marked with old dents and a faded unit sigil.
Tools
- Gaming setA set of dice, cards, or other game pieces used during long watches and camp downtime.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packA practical travel kit containing adventuring necessities.
- Insignia of rankA symbol of military authority and service, worn with quiet pride.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, kept as a reminder of survival and duty.
- Common clothesPlain but durable clothing suitable for road travel and barracks life.
- Belt pouchA small pouch containing coin.
Purse
- 10×Gold piecesStarting currency from the Soldier background.
Appearance
Ser Jacob of Iron is a broad-shouldered human man with a weather-lined face, a blunt nose that has been broken and set badly more than once, and close-cropped dark hair shot with iron gray at the temples. He keeps his chain mail polished to a dull, practical sheen, wears a battered soldier's cloak over his armor, and carries a shield scarred by old axe blows. His left forearm bears a white burn mark from the night that cost him his memory, and his eyes have the steady, sleepless look of a man who still counts exits in every room.
Mannerisms
He speaks little until he has weighed a room, then answers in short, exact phrases. When thinking, he taps two fingers against the edge of his shield or traces old scars along his gauntlet. He unconsciously positions himself where he can see doors, windows, and the backs of anyone he has sworn to protect.
Personality
Serious, protective, and hard to rattle. Jacob believes discipline is the only reliable kindness in war, but underneath the sternness is a man who notices when others go hungry, freeze, or falter. He respects competence above rank and is quietly loyal to anyone who proves steady under pressure.
Ideals
Duty. A soldier's first loyalty is to the people standing beside him, not to glory, rumor, or the vanity of commanders.
Bonds
He carries a scorched dog tag from the company he lost, and he will not part with it until he learns what happened to them. He feels responsible for every life under his protection, especially those who remind him of the frightened recruits he once drilled into a wall of steel.
Flaws
Jacob struggles to accept retreat even when withdrawal is the correct tactical choice. His memory loss makes him suspicious of comfort, sentiment, and anyone who asks him to trust without proof. When rage takes hold, he can become brutally direct, sometimes mistaking severity for strength.
Quirks
Background
Jacob was born to no banner that mattered and no lineage worth carving into song. He became a soldier because the world before him offered few choices, and because the uniform gave shape to a life that might otherwise have drifted into hunger and theft. In the line, he discovered something he could trust, a shield wall, a shouted order, the hard certainty that a dozen frightened people could become something greater than themselves if they held fast together. He learned early that discipline was not a cruelty, but a mercy, and that courage often arrived only after the knees were already shaking. The title Ser came after a campaign in which a breached gate became the last thin line between survival and slaughter. Jacob held that gate while men better spoken than he fled or fell, and by dawn he was either honored or mocked, depending on who told the tale. He never clarified it. He did not have time. That night, during a raid of fire and smoke and screaming steel, his company was shattered. Jacob woke later with his memories torn to shreds, the names of his dead gone from him, but not the ache of losing them. What remained was a soldier's instinct and a bitter certainty that retreat is a luxury bought with other people's graves. He now walks with the broken loyalty of a man who trusts command only when it is earned, and with a rage that he fears almost as much as the enemy.
“He learned early that discipline was not a cruelty, but a mercy, and that courage often arrived only after the knees were already shaking.”
- Background
- Soldier
Connections
Species
Human
Media
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