Faro Veyr
Faro Veyr
Sheet
AC 16 · HP 180 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresAction
- Three-Round Burst
When When Faro takes the Attack action
Faro makes three attacks when he takes the Attack action, using his magical rifle or another mastered weapon.
- Two Extra AttacksLevel 11
You can make two extra attacks when you take the Attack action, for a total of three attacks.
Bonus action
- Second WindLevel 1
When As a Bonus Action
Faro restores 1d10 + 9 Hit Points and can move up to half his Speed without provoking Opportunity Attacks.
- Tactical ShiftLevel 5
When you activate Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Always on
- Action SurgeLevel 2
When On Faro's turn
Faro pushes beyond his normal limits and takes one additional action on his turn.
- Studied AttacksLevel 13
When After Faro misses an attack roll
After missing a creature, Faro gains Advantage on his next attack roll against that creature before the end of his next turn.
- Remarkable Athlete
When Immediately after Faro scores a Critical Hit
After scoring a Critical Hit, Faro can move up to half his Speed without provoking Opportunity Attacks.
- Fighting Style: ArcheryLevel 1
You gain a Fighting Style feat. Faro uses Archery, gaining a +2 bonus to attack rolls with ranged weapons.
- Weapon MasteryLevel 1
You gain mastery properties for selected weapons. Faro has mastery with the longbow, handaxe, javelin, and shortsword, with the FN-FAL represented mechanically by a longbow.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
You score a Critical Hit with a weapon or Unarmed Strike on a d20 roll of 18 through 20.
- Champion: Remarkable AthleteLevel 3
You have Advantage on Initiative rolls and Strength (Athletics) checks. Immediately after scoring a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
- Champion: Additional Fighting StyleLevel 7
You gain one additional Fighting Style feat. Faro uses Defense, granting a +1 bonus to AC while wearing armor.
- IndomitableLevel 9
If you fail a saving throw, you can reroll it with a +10 bonus. You can use this feature two times before a Long Rest.
- Tactical MasterLevel 9
When you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap, or Slow for that attack.
- Champion: Heroic WarriorLevel 10
During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
- Champion: Superior CriticalLevel 15
You score a Critical Hit with a weapon or Unarmed Strike on a d20 roll of 18 through 20. This feature reinforces Faro's exceptional battlefield precision.
- Champion: SurvivorLevel 18
You have Advantage on Death Saving Throws. When you roll an 18 through 20 on a Death Saving Throw, you gain the benefit of rolling a 20. At the start of each turn, if you are Bloodied and have at least 1 Hit Point, you regain 9 Hit Points.
- Ability Score ImprovementsLevel 4
Faro gained Ability Score Improvements or feats at Fighter levels 4, 6, 8, 12, 14, 16, and 18. His final ability scores already reflect the selected improvements.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanFaro gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanFaro gains proficiency in one additional skill, Survival.
- VersatileHumanFaro gains an Origin feat, represented here by the Skilled feat.
- SkilledHumanFaro gains proficiency in any combination of three skills or tools. These proficiencies are represented by Insight, Perception, and Survival, with Survival replacing the Human Skillful choice.
- LanguagesHumanCommon and two additional standard languages, Dwarvish and Orc.
- Savage AttackerSoldier
You gain the Savage Attacker Origin feat. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target. Soldier training grants proficiency in Athletics and Intimidation, proficiency with a gaming set, proficiency with land vehicles, and two languages of your choice.
Gear
11 itemsWeapons
- Magical FN-FAL assault rifleMagical FN-FAL assault rifle, mechanically represented by a longbow with glowing runes, a polished wooden stock, and an enhanced magical firing mechanism. Use longbow statistics unless the DM grants custom firearm rules.
- GreatswordA heavy blade carried as a backup weapon, suitable for close-quarters combat.
- 8×JavelinEight balanced thrown weapons for ranged attacks or emergency melee use.
- Suppressed pistolA compact sidearm, mechanically represented by a handaxe or dagger according to the DM's firearm rules.
- DaggerA combat knife for utility and close combat.
Armor
- Chain mailHeavy protective armor, visually represented as Faro's matte black tactical vest and reinforced combat gear.
Tools
- Gaming setA gaming set used during long deployments and downtime.
Gear
- Dungeoneer's packA field pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Silver ringA plain silver band kept as a memorial and personal identifier.
- Land vehicleA reinforced military transport vehicle Faro can operate proficiently.
- Ammunition and maintenance kitA small supply of ammunition or replacement components for the magical rifle, subject to the DM's firearm rules.
Appearance
Faro is a stocky human man standing six feet two inches tall, with a barrel-like frame of dense muscle and bone. His weathered, tanned skin is crossed by 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 he wears a matte black tactical vest over a fitted bodysuit, reinforced cargo pants, tactical gloves, silent-soled boots, and a headset. His magical FN-FAL assault rifle has a polished wooden stock and glowing runes along its barrel.
Mannerisms
Faro speaks in short, clipped sentences and rarely raises his voice. He checks exits whenever he enters a room, rests one hand near his rifle when thinking, and cleans his weapon whenever conversation becomes too political. When angry, he becomes quieter rather than louder.
Personality
Faro is gruff, practical, and unshakably loyal. He prefers action to debate, results to ceremony, and proven competence to inherited authority. He rarely wastes words, but when he gives someone his word, he treats it as an oath carved into stone. Beneath his hard exterior is a patient protector who notices fatigue, fear, and failing equipment before anyone else does.
Ideals
Duty. A weapon is only as honorable as the life it protects. Faro believes loyalty must be earned through competence, courage, and kept promises.
Bonds
The people under Faro's protection are his unit now, and he will not abandon them, even when command orders retreat. He keeps his plain silver ring as a memorial to the first squad he failed to bring home.
Flaws
Faro distrusts anyone who gives orders without sharing the danger. He can mistake caution for cowardice, refuses to discuss his failures, and sometimes treats allies like soldiers who need commands rather than people who need trust.
Quirks
Background
Faro was raised in a hard-working human settlement where promises mattered more than ceremonies and every able-bodied person learned to carry, repair, or defend something. He entered military service young, drawn less by patriotism than by the certainty of a disciplined unit. In an elite special operations regiment, he learned to move quietly, trust his team absolutely, and finish dangerous work without waiting for applause. His silver hair came early, after years of sleepless deployments, chemical dust, and the slow accumulation of wounds that never fully stopped aching. After his discharge, Faro became a mercenary and private security contractor. He guarded convoys, extracted executives, broke sieges, and dismantled hostile cells for employers who preferred clean invoices to difficult questions. His magical FN-FAL, modified with etched runes and a reinforced wooden stock, became his signature weapon. He finally abandoned corporate security after a preventable failure cost an entire protection detail their lives. The compound offered him something he had not found in years, a cause whose people were willing to stand and fight for one another. Faro joined its elite guard unit and now treats every corridor, training room, and gate as ground that must be held.
“He entered military service young, drawn less by patriotism than by the certainty of a disciplined unit.”
- Background
- Soldier
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Faro Veyr into a sheet
A high-res, share-ready sheet you can post or print.