Skip to content
CreatePricing
Faro Veyr - AI-generated fantasy Character

Faro Veyr

Human · Fighter 11 / Barbarian 7 (Champion / Berserker) · Level 18 · Soldier

Faro Veyr

Faro is gruff, practical, and unshakably loyal.
AC26
HP191/191
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 26 · HP 191 · 30 ft.
AlignmentNeutral GoodGenderMaleAge56 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Weapon Mastery with six weapon types: greatsword, maul, longbow, handaxe, dagger, and javelin

Tools

One gaming set,
Land vehicles

Languages

Common,
Orcish

Features

36 features

Bonus action

  • RageLevel 1

    Faro can enter a rage as a Bonus Action. While raging, he gains resistance to Bludgeoning, Piercing, and Slashing damage, advantage on Strength checks and Strength saving throws, and a bonus to Strength-based melee damage. His Rage Damage bonus is +2. He can rage four times per Long Rest.

  • Second WindLevel 1

    Faro can take a Bonus Action to regain 1d10 + 11 Hit Points. He can use this feature four times per Long Rest.

  • Two-Weapon Fighting CompatibilityLevel 1

    Faro can make one additional attack as a Bonus Action immediately after taking the Attack action, provided at least one attack made during that action used a weapon with the Light property.

Always on

  • Controlled Berserk Strike

    When While raging, before making a Strength-based melee attack

    Faro makes a melee weapon attack with advantage using Reckless Attack. If it hits while he is raging, his Berserker Frenzy adds 2d6 damage to the first qualifying hit that turn.

  • Breach and Clear

    When When a dangerous target must be eliminated immediately

    Faro uses Action Surge to take an additional Attack action, potentially making four attacks in one turn because of Extra Attack.

  • Combat Recovery

    When When injured or when a critical ability check fails

    Faro uses Second Wind to recover 1d10 + 11 Hit Points, and can use Tactical Mind when an important ability check fails.

  • Refuse to Fall

    When After failing a saving throw against a dangerous effect

    Faro uses Indomitable to reroll a failed saving throw, reducing the triggering damage to 0 if the reroll succeeds.

  • Unarmored DefenseLevel 1

    While not wearing armor, Faro's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can still use a shield, though he currently relies on his unarmored training and tactical mobility.

  • Weapon MasteryLevel 1

    Faro can use the Weapon Mastery properties of four kinds of Simple or Martial weapons. He has mastered the greatsword, maul, longbow, and handaxe.

  • Fighting Style: DefenseLevel 1

    Faro gains the Defense Fighting Style, granting a +1 bonus to AC while wearing armor.

  • Action SurgeLevel 2

    Faro can take an additional action on his turn. He can use this feature once per Short or Long Rest, and can use it twice between rests after reaching Fighter level 17.

  • Tactical MindLevel 2

    When Faro fails an ability check, he can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.

  • Extra AttackLevel 5

    Faro can make two attacks instead of one when he takes the Attack action.

  • IndomitableLevel 9

    Faro can reroll a failed saving throw. If the new save succeeds, he can also reduce the damage from the triggering effect to 0. He can use this feature once per Long Rest.

  • Additional Weapon MasteryLevel 9

    Faro can use the Weapon Mastery properties of six kinds of Simple or Martial weapons.

  • Improved CriticalLevel 11

    Faro scores a Critical Hit on a roll of 19 or 20 on the d20 when making an attack roll.

  • Studied AttacksLevel 13

    When Faro has Advantage on an attack roll and misses, he can make another attack with the same weapon against the same target if the original attack used a weapon he is proficient with.

  • Additional Fighting Style: Great Weapon FightingLevel 10

    Faro gains a second Fighting Style. He chooses 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 or with Versatile used in two hands.

  • Remarkable AthleteLevel 7

    Faro adds half his proficiency bonus, rounded up, to any Strength, Dexterity, or Constitution check that does not already use his proficiency bonus. He also gains a climb speed equal to his Speed.

  • Feral InstinctLevel 7

    While raging, Faro has advantage on initiative rolls. If he is surprised at the start of combat, he can act normally if he enters his rage before doing anything else.

  • Instinctive PounceLevel 7

    Faro can move up to half his Speed when he enters his rage. This movement does not provoke Opportunity Attacks.

  • Reckless AttackLevel 2

    Faro can add his Rage Damage bonus to one melee weapon attack per turn that uses Strength. While raging, he has advantage on Strength checks and Strength saving throws, and he can use Reckless Attack to gain advantage on Strength-based melee attack rolls during that turn, with attacks against him having advantage until his next turn.

  • Primal KnowledgeLevel 3

    Faro can use Strength for certain skill checks in place of another ability, such as Intimidation or Athletics when physical force is central to the attempt.

  • FrenzyLevel 3

    Faro can enter a berserk frenzy when he rages. If he uses Reckless Attack while raging, the first creature he hits with a Strength-based melee attack on that turn takes an extra 2d6 damage.

  • Mindless RageLevel 6

    While raging, Faro cannot be Charmed or Frightened. If he is already affected by either condition when he enters his rage, the effect ends on him.

  • Origin Feat: Savage AttackerLevel 1

    Faro has mastered the habits of battlefield survival. His training grants the Savage Attacker Origin feat, allowing him to roll weapon damage dice twice when he hits with a weapon and use either result.

  • Origin Feat: AlertLevel 1

    Faro has learned to act before danger fully reveals itself. He gains proficiency in Initiative and can swap Initiative with a willing ally when rolling Initiative.

  • Human SkillfulLevel 1

    Faro gains proficiency in one additional skill, Survival, from his human versatility.

  • Human ResourcefulLevel 1

    Faro gains Heroic Inspiration after each Long Rest and can use it to reroll a failed d20 Test.

  • Human VersatilityLevel 1

    Faro knows Common and one additional language, Orcish, chosen from his military and mercenary contacts.

  • TraitHumanResourceful, Faro gains Heroic Inspiration after each Long Rest.
  • TraitHumanSkillful, Faro gains proficiency in one additional skill, Survival.
  • TraitHumanVersatile, Faro gains an additional Origin feat, Alert.
  • TraitHumanHumans have a Speed of 30 feet.
  • TraitHumanHumans know Common and one additional language, Orcish.
  • Military RankSoldier

    Faro has military rank and service experience. Soldiers recognize the authority of his former unit, and he can usually secure basic hospitality, information, or temporary shelter from friendly military organizations and veterans. His Soldier background also grants the Savage Attacker Origin feat.

Gear

11 items

Weapons

  • Greatsword
    A heavy two-handed martial weapon suitable for Faro's tactical greatsword or combat maul style.
  • Longbow
    A long-range martial weapon used as the rules-based equivalent of Faro's magically enhanced rifle.
  • 2×
    Handaxe
    A light backup blade suitable for close combat and utility work.
  • Dagger
    A martial sidearm represented by a dagger under standard SRD equipment rules.

Armor

  • Chain mail
    Protective battlefield armor issued during Faro's military service. He generally removes it when relying on Unarmored Defense.
  • Shield
    A shield issued as standard military equipment.

Tools

  • Gaming set
    A gaming set used by soldiers to pass long watches and test one another's nerve.
  • Land vehicles
    Faro can drive and operate land vehicles, including wagons, carts, and comparable military transports.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Soldier's kit
    A military insignia, a keepsake from a fallen squadmate, a gaming set, and a pouch containing 10 GP from the Soldier background.
  • Silver ring
    A plain silver ring belonging to a fallen squadmate.

Appearance

Faro is a stocky human man, six feet two inches tall, with a barrel-chested frame built from solid muscle and bone. His weathered, tanned skin is marked by old scars and faint lines from decades spent outdoors and in combat. His close-cropped silver hair follows a severe military cut, and a thick, carefully groomed silver beard frames his rugged face. His pale blue eyes are sharp and watchful. His broad nose has been broken at least once. In casual settings, he wears a dark gray henley, battered leather vest, heavy canvas work pants, steel-toed boots, and a plain silver ring. In combat, he favors matte black tactical armor over a close-fitting bodysuit, with ammunition pouches, a compact medical kit, reinforced cargo pants, combat boots, gloves, headset, rifle, pistol, and ankle knife. His preferred rifle is represented mechanically by a longbow or heavy crossbow, while his close-quarters weapon is a greatsword or maul.

Mannerisms

Faro speaks in short, clipped sentences and rarely raises his voice. He checks exits whenever he enters a room, keeps his back to a wall when possible, and cleans weapons during difficult conversations. When irritated, he taps two fingers against his silver ring. Before a fight, he silently counts the people he intends to bring home alive.

Personality

Faro is gruff, practical, and unshakably loyal. He prefers action to politics, preparation to improvisation, and results to speeches. His voice is a low rumble, his humor dry and infrequent. He respects competence, courage, and people who keep their word. He is protective without being gentle, often expressing concern through blunt orders, repaired equipment, or silently taking the most dangerous watch.

Ideals

Duty. A promise is not a sentiment. It is an order Faro gives himself, and he will carry it out even when no one is watching. Loyalty must be earned, but once earned it is absolute.

Bonds

The people under Faro's protection are his unit now. He will risk his life without hesitation for anyone who proves willing to stand beside the group when retreat would be easier. He also keeps a plain silver ring taken from a fallen squadmate, and he intends to return it to that soldier's family if he ever finds them.

Flaws

Faro distrusts anyone who claims authority without demonstrating competence. He can be needlessly confrontational with officers, nobles, and strategists who have never shared danger with the people they command. Once he decides someone is a liability, it takes extraordinary evidence to change his mind.

Quirks

Keeps a precise mental count of ammunition, exits, and living allies.
Refuses to sit with his back exposed, even during celebrations.
Polishes his weapons when angry, worried, or forced to think.
Calls every close companion by a military-style surname or role.
Keeps his silver ring perfectly clean despite the rest of his gear being battered.

Background

Faro was raised on the edge of a hard frontier settlement where every adult knew how to repair a wall, carry a wounded neighbor, and stand watch through the night. He joined the army young, not for glory, but because the uniform offered structure and a clear answer to the question of what he was supposed to do with his strength. Years of field service turned him into a disciplined operator and a dependable squad leader. He learned to read terrain by scent and shadow, to sleep in armor, and to trust the soldier beside him more than the officer shouting orders from a safe distance. After leaving military service, Faro worked as a mercenary and private security specialist. He guarded caravans, extracted officials from hostile cities, and dismantled threats that corporations preferred to deny existed. The work paid well, but each contract left him more disgusted with employers who treated loyalty as a disposable commodity. A catastrophic security failure, caused by executives ignoring his warnings, convinced him that authority without accountability was more dangerous than any battlefield. He joined a larger cause afterward, protecting a compound and the people inside it with cold, calculated precision. Faro believes the compound is worth defending because its people have chosen to stand together. Once he gives his word, he considers it a contract written in blood.

“Years of field service turned him into a disciplined operator and a dependable squad leader.”
From their backstory
Background
Soldier

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Faro Veyr into a sheet

A high-res, share-ready sheet you can post or print.