Christopher
Christopher
Sheet
AC 17 · HP 31 · 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
15 featuresAction
- Action SurgeLevel 2
When On your turn when extra effort is needed
Take one additional action on your turn, except an action that creates a Magic action. Once per Short or Long Rest.
Bonus action
- Second WindLevel 1
When On your turn when you need to recover Hit Points
As a Bonus Action, regain 1d10 + 3 Hit Points. Two uses per Short or Long Rest.
Always on
- Tactical MindLevel 2
When After failing a proficient skill check
After failing an ability check using a proficient skill, expend a use of Second Wind and add 1d10 to the check.
- Savage Attacker
When When dealing damage with a weapon or Unarmed Strike
Once per turn, roll a weapon or Unarmed Strike damage roll twice and use either result.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Christopher has the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You gain mastery with three weapons of your choice. Christopher has mastery with the greatsword, flail, and javelin. Greatsword attacks can cleave, flail attacks can sap, and javelin attacks can topple when the appropriate mastery property is used.
- Improved CriticalLevel 3
Your attack rolls with weapons and Unarmed Strikes score a Critical Hit on a roll of 19 or 20 on the d20.
- Remarkable AthleteLevel 3
You have Advantage on Initiative checks and Strength (Athletics) checks.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Christopher has chosen Perception.
- VersatileHumanYou gain an extra Origin feat of your choice. Christopher has chosen Alert, granting proficiency bonus to Initiative rolls and allowing him to swap Initiative with a willing ally at the start of combat.
- Savage AttackerSoldier
Once per turn when you make a damage roll for a weapon or Unarmed Strike, you can roll the damage dice twice and use either result. You must use the new roll before the damage is applied.
Gear
9 itemsWeapons
- GreatswordMartial melee weapon, 2d6 Slashing damage, Heavy, Two-Handed, Cleave mastery.
- FlailMartial melee weapon, 1d8 Bludgeoning damage, Sap mastery.
- 8×JavelinMartial ranged weapon, 1d6 Piercing damage, Thrown 30/120, Topple mastery.
Armor
- Chain MailAC 16. Heavy armor made of interlocking metal rings.
Gear
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Dice SetA set of dice used as Christopher's chosen gaming set proficiency.
- Traveler's ClothesA faded set of practical clothes worn during travel.
- Healer's KitA compact kit containing bandages and basic medical supplies. It has ten uses.
Purse
- 14×Gold PiecesChristopher's starting wealth after selecting equipment packages.
Appearance
Christopher is a broad-shouldered human man with a sturdy farmer's build, sun-browned skin, thick brown hair cropped short, and a square jaw softened by an almost permanent look of exhaustion. His hands are rough and heavily callused from years of hauling sacks, repairing tools, and gripping a plow handle. His voice is low and plainspoken, usually preceded by a slow breath through his nose as if he is measuring whether a conversation is worth the effort. He keeps his chain mail carefully oiled, wears a faded strip of blue cloth from his family's farm tied around one wrist, and carries himself with the rigid posture of someone still expecting an officer to inspect him.
Mannerisms
Christopher pauses before answering, taking a quiet breath through his nose as though checking his temper. He straightens scattered objects without thinking, folds blankets with military precision, and counts exits whenever he enters a room. When anxious, he rubs the blue cloth around his wrist and mutters the names of the fields at home.
Personality
Christopher is dependable, direct, and visibly homesick. He dislikes grand speeches and unnecessary risks, preferring a clear plan, a solid formation, and people who do what they said they would do. Beneath his stern soldierly habits is a patient farmhand who notices broken hinges, hungry animals, and people pretending they are not afraid. He does not seek glory. He seeks an honest day's work, a safe road home, and enough money to make up for the years stolen from his family.
Ideals
Duty. A promise is worth more than comfort, and a person who gives their word must carry it through, whether anyone is watching or not.
Bonds
My family is waiting for me at home, and I will survive whatever this distant land throws at me so I can return to them.
Flaws
I follow orders long after they stop making sense, especially when I am tired, frightened, or reminded of the army. I can be stubbornly suspicious of anyone who treats adventure like a game, and I have a hard time admitting when I do not know where I am.
Quirks
Background
Christopher was raised on a small family farm where every season was measured in work that needed doing. He learned early that strength was useful, but reliability was more important. He could mend a fence in freezing rain, calm a stubborn mule, and keep working long after the others had gone inside. His life was ordinary, difficult, and his own, until a military levy took him from the fields and put a spear in his hands. Training turned his practical endurance into battlefield discipline. Christopher followed orders, held the line, and learned to sleep lightly beneath unfamiliar skies. He became a soldier because he had been drafted, not because he loved war, and the farther the army carried him from home, the more sharply he felt the loss of it. Now stranded in a place he does not know, he travels with adventurers because the road is the only path that might eventually lead him back to his family. He will fight when necessary, obey a sound plan, and do almost anything lawful that brings him one day closer to the farm.
“He learned early that strength was useful, but reliability was more important.”
- Background
- Soldier
Connections
Species
Human
Media
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