Faro Veyr
Faro Veyr
Sheet
AC 16 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAction
- Extra Attack
When When Faro takes the Attack action
Faro makes two weapon attacks when he takes the Attack action.
- Action SurgeLevel 2
When On his turn
Faro takes an additional action on his turn.
Bonus action
- Second WindLevel 1
When Bonus Action
Faro can expend a use of Second Wind as a Bonus Action to regain 1d10 plus 18 Hit Points.
- Tactical ShiftLevel 15
When Bonus Action
Faro can Disengage as a Bonus Action and increase his Speed by 10 feet for the turn.
Always on
- Fighting StyleLevel 1
You can use a Fighting Style feat. Faro knows Defense, which grants a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of four kinds of Simple or Martial weapons. Faro has mastered the longsword, battleaxe, handaxe, and heavy crossbow, with the heavy crossbow serving as the rules model for his rune-powered rifle.
- 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.
- Fighter SubclassLevel 3
You gain a Champion subclass and its features.
- Improved CriticalLevel 3
Your weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.
- Remarkable AthleteLevel 3
You gain proficiency in one of the following skills: Acrobatics, Athletics, Insight, Intimidation, or Survival. You can also add half your proficiency bonus to initiative rolls if you are not already proficient. Faro gains Insight, while his initiative is already based on Dexterity and receives no additional proficiency bonus under these statistics.
- Additional Fighting StyleLevel 7
You gain another Fighting Style feat. Faro knows Archery, granting a +2 bonus to attack rolls with ranged weapons.
- Heroic WarriorLevel 10
Whenever you roll Initiative and have no uses of Heroic Inspiration, you gain one use.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 14
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement feat or another feat for which you qualify.
- IndomitableLevel 9
You can reroll a failed saving throw. You must use the new roll, and you can use this feature once before a Long Rest.
- Studied AttacksLevel 13
When you make an attack roll with a weapon against a creature and fail, you can give yourself Advantage on your next attack roll against that creature before the end of your next turn.
- Superior CriticalLevel 15
When you score a Critical Hit or reduce a creature to 0 Hit Points with a weapon attack, you can give yourself Heroic Inspiration if you do not already have it.
- SurvivorLevel 18
At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you have no more than half your Hit Points and have at least 1 Hit Point.
- ResourcefulHumanFaro gains Heroic Inspiration when he finishes a Long Rest.
- SkillfulHumanFaro gains proficiency in one skill, Perception.
- VersatileHumanFaro gains an Origin feat, chosen as Alert.
- AlertHumanFaro adds his Proficiency Bonus to Initiative rolls and can swap his Initiative with a willing ally in the same encounter.
- TraitHumanHumans gain the Common language and one additional language of the player's choice, here chosen as Dwarvish.
- Military RankSoldier
You have military rank or the respect of soldiers and veterans. Soldiers recognize your service and may provide basic aid, information, or temporary shelter when it is reasonable and does not place them in serious danger.
Gear
9 itemsWeapons
- GreatswordA heavy two-handed martial weapon, mechanically represented by a greatsword when the rifle is not being used.
- LongswordA versatile martial weapon included in the Soldier's field kit.
- 8×JavelinEight simple thrown weapons used as field javelins.
- Runed FN-FAL Assault RifleA sleek all-black magical FN-FAL assault rifle covered in glowing runes. For rules purposes, use heavy crossbow statistics unless the Dungeon Master assigns firearm statistics. It requires two hands and represents Faro's signature ranged weapon.
- Combat KnifeA compact blade used as a utility and backup weapon, represented by a dagger.
Armor
- Chain MailHeavy armor providing AC 16. Faro's modern tactical vest is a narrative replacement for this armor in settings that permit modern equipment.
Tools
- Gaming SetA standard gaming set used by soldiers during long deployments.
Gear
- Dungeoneer's PackPack containing equipment for travel, camp, and field operations.
- Silver Service RingA plain silver ring inherited from Faro's first commanding officer.
Appearance
Faro is a stocky human man standing six feet two inches tall, with a barrel-chested frame, broad shoulders, weathered tanned skin, and numerous old scars. His close-cropped silver hair and thick silver beard frame a rugged face with a broad, once-broken nose and pale, piercing blue eyes. In casual settings he wears a dark gray henley, battered leather vest, reinforced canvas work pants, steel-toed boots, and a plain silver ring. In combat training he wears a matte black tactical vest over a form-fitting bodysuit, reinforced cargo pants, combat boots, gloves, and a headset. A sleek, all-black magically enhanced FN-FAL assault rifle rests across his chest, its polished wooden stock and glowing runes contrasting with its dark finish.
Mannerisms
Faro speaks in short, clipped sentences and rarely raises his voice. He habitually checks exits, counts people in a room, and rests one hand near his rifle even when relaxed. Before entering danger, he rolls his shoulders once, touches his silver ring, and says, "Stay behind me."
Personality
Gruff, practical, and unshakably loyal, Faro speaks in a low rumble and wastes no words on posturing. He respects competence, courage, and people who keep their word. He distrusts officers, executives, and commanders who have never shared the risks they impose on others. Beneath his hard exterior is a patient protector who notices every injury, every hesitation, and every person standing alone.
Ideals
Duty. A promise is a weapon sharper than steel. If Faro gives his word to protect someone, he will fulfill it regardless of cost, comfort, or consequence.
Bonds
The lives of the soldiers who served under Faro are his responsibility, even those who died years ago. He will protect the compound and its people because he refuses to let another unit become disposable.
Flaws
Faro assumes that authority is incompetent until proven otherwise, and he can turn a simple disagreement into a standoff. He keeps fighting long after retreat would be wiser because surrender feels like betraying the dead. He is also dangerously willing to accept personal blame for failures that were never his fault.
Quirks
Background
Faro was raised in a hard-working human settlement where discipline was less a philosophy than a means of survival. He enlisted young, discovered an instinctive talent for battlefield coordination, and eventually earned a place in an elite special forces unit. Years of patrols, extraction missions, and close-quarters engagements taught him that survival depended on preparation, trust, and doing the difficult thing before anyone else realized it had to be done. He became known for holding the line when others broke, and for remembering the names of every soldier who did not come home. After his discharge, Faro worked as a mercenary and private security contractor. He guarded convoys, dismantled hostile cells, and exposed corporate security failures that powerful people preferred to bury. The work paid well, but each contract left him more distrustful of commanders who had never faced the consequences of their own orders. He eventually joined the compound and its elite guard unit, believing it offered a chance to protect people rather than merely protect assets. Now he trains in a matte black room with the focus of a man still at war, wielding a rune-covered FN-FAL that channels the precision and destructive force of a veteran fighter's mastery.
“He enlisted young, discovered an instinctive talent for battlefield coordination, and eventually earned a place in an elite special forces unit.”
- Background
- Soldier
Connections
Species
Human
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