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Dejanira - AI-generated fantasy Character

Dejanira

Half-Elf · Fighter (Battle Master) · Level 5 · Sailor

Dejanira

Dejanira is practical, observant, and dangerously easy to entertain.
AC18
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 44 · 30 ft.
AlignmentChaotic GoodGenderWomanAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Elvish,
Dwarvish,
Aquan

Features

16 features

Bonus action

  • Second WindLevel 1

    On her turn, Dejanira can use a bonus action to regain 1d10 + 5 hit points. She must finish a short or long rest before using this feature again.

  • Action SurgeLevel 2

    Dejanira can use a bonus action to take one additional action on her turn. She must finish a short or long rest before using this feature again.

Always on

  • Riposte

    When A creature misses Dejanira with a melee attack

    When a creature misses Dejanira with a melee attack, she can use her reaction and expend one superiority die to make a melee weapon attack against it, adding the die to the weapon's damage roll.

  • Menacing Attack

    When Dejanira hits a creature with a weapon attack

    When Dejanira hits a creature with a weapon attack, she can expend one superiority die to add it to the damage roll. The target must succeed on a DC 16 Wisdom saving throw or become frightened of her until the end of her next turn.

  • Pushing Attack

    When Dejanira hits a creature with a weapon attack

    When Dejanira hits a creature with a weapon attack, she can expend one superiority die to add it to the damage roll. The target must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away.

  • Fighting Style: DefenseLevel 1

    Dejanira adopts the Defense fighting style. While wearing armor, she gains a +1 bonus to AC.

  • Combat SuperiorityLevel 3

    Dejanira gains four d8 superiority dice. She can expend one die to fuel a maneuver, regaining all expended dice when she finishes a short or long rest. Her maneuver save DC is 16.

  • ManeuversLevel 3

    Dejanira learns three Battle Master maneuvers: Riposte, Menacing Attack, and Pushing Attack. Riposte lets her use her reaction and expend a superiority die to make a weapon attack after a creature misses her, adding the die to the damage. Menacing Attack lets her add the die to weapon damage and potentially frighten the target. Pushing Attack lets her add the die to weapon damage and potentially push the target up to 15 feet.

  • Student of WarLevel 3

    Dejanira gains proficiency with navigator's tools. If she is already proficient, she gains proficiency with another artisan's tool instead.

  • Extra AttackLevel 5

    Dejanira can attack twice, instead of once, whenever she takes the Attack action on her turn.

  • Ability Score ImprovementLevel 4

    Dejanira increases her Strength score by 2, raising it from 16 to 18.

  • TraitHalf-ElfDarkvision, 60 feet
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Dejanira to sleep
  • TraitHalf-ElfSkill Versatility, proficiency in two skills of her choice
  • TraitHalf-ElfLanguages, Common, Elvish, and one additional language
  • Ship's PassageSailor

    Dejanira can secure free passage on sailing ships for herself and her companions when she is serving as crew or performing useful work. She also knows the general layout and operating principles of ships and boats.

Gear

11 items

Weapons

  • Longsword
    A versatile one-handed martial weapon, used with the shield for close-quarters fighting.
  • Light Crossbow
    A ranged martial weapon with a case of twenty bolts.
  • Club
    A simple club kept more for settling arguments than combat.

Armor

  • Chain Mail
    A suit of interlocking metal links worn over padded clothing.
  • Shield
    A sturdy wooden shield painted with a crude red scale. It grants +2 AC.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Silk Rope
    A 50-foot length of silk rope, carefully coiled and tarred at one end.
  • Lucky Charm
    A small brass button from a ship that never returned, carried as a lucky charm.
  • Common Clothes
    Practical clothes suited for shipboard work and harbor weather.

Purse

  • 10×
    Gold Pieces
    The sailor's starting coin pouch.

Appearance

Dejanira is a broad-shouldered half-elf woman with weather-browned skin, a blunt black bob streaked with copper, and one slightly pointed ear nicked from a tavern knife fight. Her gray-green eyes are alert even when she is hungover, and a thin scar runs from the corner of her mouth to her jaw. She wears well-maintained chain mail beneath a faded sea coat, a battered shield painted with a red scale, and a brass earring taken from a defeated cardsharp.

Mannerisms

Dejanira rolls her shoulders before answering difficult questions, as if preparing for a punch. She taps the rim of her shield when impatient and addresses landlubbers as if they are already on a pitching deck.

Personality

Dejanira is practical, observant, and dangerously easy to entertain. She enjoys loud company, bad ideas with good stories attached, and the exact moment when a bully realizes the room is no longer on their side. Beneath her rough humor, she is attentive to exhaustion, hunger, and fear in others, especially among inexperienced crew members.

Ideals

A crew survives through shared risk. No captain, law, god, or noble title matters more than the people who hold the line beside you.

Bonds

The Bloodscale Omen is the closest thing Dejanira has to a home, and she will risk almost anything to bring its crew back alive. She also keeps her mother's shipwright hammer wrapped in sailcloth and believes it should one day be returned to the harbor where her mother worked.

Flaws

Dejanira mistakes restlessness for courage. When a situation becomes quiet, she is liable to create a problem just to feel useful again. She also has a stubborn habit of defending bad decisions long after everyone else has recognized them as bad.

Quirks

She names every ship's bell she serves under.
She flips a coin before choosing which side of a doorway to stand on.
She keeps a tally of tavern tables broken by herself and the Bloodscale Omen crew.
She cannot resist correcting a sailor who ties a knot incorrectly.
After drinking, she becomes intensely interested in whether furniture is structurally sound.

Background

Dejanira was raised between two kinds of households and never felt entirely claimed by either. Her elven mother worked as a shipwright in a crowded harbor district, while her human father hauled cargo, settled disputes, and taught her that a person was judged by whether they showed up when the rope snapped. Dejanira learned early to read tides, knots, faces, and the dangerous silence that falls over a deck before a fight. She became a sailor because ships were the one place where mixed blood mattered less than whether she could keep her footing in bad weather. She joined the Bloodscale Omen after standing between its captain and a gang of dock thieves who had mistaken her quietness for weakness. Since then, she has served as deck guard, boarding fighter, occasional navigator, and unofficial morale officer. Her reputation changed after a long night in a harbor tavern, when boredom overcame her and she flipped a table simply to see who would react first. The resulting brawl ended with three broken chairs, a bruised customs officer, and Dejanira laughing so hard she could barely stand. The following day, she spent hours resting in her bunk, recovering from the previous night's celebrations and insisting that the headache was a tactical injury.

“Dejanira learned early to read tides, knots, faces, and the dangerous silence that falls over a deck before a fight.”
From their backstory
Background
Sailor

Connections

Species

Half-Elf

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