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Jiro Vek - AI-generated fantasy Character

Jiro Vek

Warforged · Barbarian (Path of the Berserker) · Level 10 · Soldier

Jiro Vek

Jiro is blunt, dependable, and unexpectedly gentle.
AC14
HP76/76
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 76 · 40 ft.
AlignmentChaotic GoodGenderMaleAgeApproximately 28 years since activation
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Improvised weapons,
Shields

Tools

One gaming set, bone dice,
Vehicles, land,
Smith's tools

Languages

Common,
One additional language of choice, Goblin

Features

24 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • Frenzied Assault

    When Attack action, or bonus action while Frenzy is active

    Jiro makes two greatsword attacks when taking the Attack action. He can make a third attack as a bonus action while frenzied, beginning on the turn after he enters the frenzy.

  • FrenzyLevel 3

    When you use Frenzy while raging, you can make a single melee weapon attack as a bonus action on each of your turns after the first. When the rage ends, you suffer one level of exhaustion.

Always on

  • RageLevel 1

    When Bonus action

    Jiro enters a battle trance, gaining advantage on Strength checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, and a +2 bonus to melee weapon damage using Strength. He can use this three times per long rest.

  • Reckless AttackLevel 2

    When First attack on his turn

    Jiro attacks with reckless abandon, gaining advantage on melee weapon attacks using Strength this turn. Attacks against him have advantage until his next turn.

  • Greatsword Strike

    When Melee weapon attack

    Jiro uses his greatsword, dealing 2d6 slashing damage plus 6 from his Strength modifier and rage bonus while raging. On a critical hit, Brutal Critical adds one additional greatsword damage die to the critical damage.

  • Unarmored DefenseLevel 1

    While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Your warforged Integrated Protection trait adds +1 AC while not wearing armor.

  • Primal Path: Path of the BerserkerLevel 3

    You choose the Path of the Berserker. You gain the Frenzy feature.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you are not wearing heavy armor.

  • Feral InstinctLevel 7

    You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn if you enter your rage before doing anything else.

  • Brutal CriticalLevel 9

    Once per turn when you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die when determining the extra damage from the critical hit.

  • Ability Score ImprovementLevel 4

    At 4th level, you increased your Strength score by 2, raising it from 16 to 18.

  • Ability Score ImprovementLevel 8

    At 8th level, you increased your Constitution score by 2, raising it from 12 to 14.

  • Constructed ResilienceLevel 1

    You are resistant to poison damage, immune to disease, do not need to eat, drink, or breathe, do not need to sleep, and cannot be put to sleep by magic. You can finish a long rest in six hours while remaining motionless and aware.

  • Sentry's RestLevel 1

    You do not need to sleep, and magic cannot put you to sleep. You can spend six hours in an inactive, motionless state instead of sleeping during a long rest.

  • Constructed ResilienceLevel 1

    You have advantage on saving throws against being poisoned, and resistance to poison damage.

  • Specialized DesignLevel 1

    You have proficiency in one skill and one tool of your choice. These proficiencies are included below as Perception and Smith's tools.

  • Constructed ResilienceWarforgedadvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
  • Sentry's RestWarforgedcomplete a long rest in six hours while remaining motionless and aware.
  • Integrated ProtectionWarforged+1 bonus to Armor Class while not wearing armor, and armor can be integrated into the body.
  • Specialized DesignWarforgedproficiency in one skill and one tool of choice.
  • LanguagesWarforgedCommon and one additional language of choice.
  • Military RankSoldier

    You retain the respect of soldiers and know how to find food, shelter, and basic aid among military units, forts, and veterans. You can identify the insignia and military customs of many armies.

Gear

9 items

Weapons

  • Greatsword
    A heavy two-handed martial weapon with a broad, chipped blade, maintained more carefully than its battered appearance suggests.
  • 2×
    Handaxe
    A pair of handaxes balanced for throwing or close combat.

Gear

  • Explorer's Pack
    A military pack containing a blanket, tinderbox, ten torches, rations, and a waterskin.
  • Old military uniform
    A simple military uniform modified to fit warforged plating.
  • Dented enemy badge
    A trophy taken from a fallen enemy, a dented brass officer's badge with the name filed away.
  • Bone dice
    A set of bone dice used by Jiro to settle arguments and make decisions when no one else will.
  • Insignia of rank
    A small collection of common military insignia and unit markers.
  • Belt pouch
    A belt pouch containing coins saved from years of guard work.

Purse

  • 10×
    Gold pieces
    Coins remaining from starting equipment and military service.

Appearance

A broad-shouldered warforged built from dark ironwood, riveted steel, and weathered bronze. His face is a simple humanlike mask with a square jaw, a narrow red glass left eye, and a pale blue right eye that flickers when he becomes angry. Old campaign markings have been scratched away from his chest plate, leaving pale scars in the metal. He wears a battered cavalry coat over his plating, carries a greatsword across his back, and keeps a faded cloth strip tied around one wrist.

Mannerisms

Jiro stands perfectly still when listening, then moves with abrupt, economical precision. He taps two fingers against his breastplate when thinking, polishes his greatsword whenever anxious, and refers to dangerous plans as if discussing repairs to a wagon.

Personality

Jiro is blunt, dependable, and unexpectedly gentle. He speaks to animals, repairs broken tools without being asked, and treats cooks, stable hands, and children with more respect than officers. He dislikes being thanked for basic decency, claiming that helping people is simply maintenance for a damaged world.

Ideals

Freedom. No person should be owned, commanded, or treated as equipment. Every life deserves the right to choose what it will become.

Bonds

The village of Suda Vale sheltered him after the war, and he will return to defend its people whenever they call. He also keeps the blue wrist cloth belonging to the first child he carried from the burning village.

Flaws

He has little patience for cautious people who hide behind procedure, and he sometimes mistakes hesitation for cowardice. Once he decides someone is being abused, he becomes difficult to stop, even when retreat would be wiser. He also fears that his compassion is only another programmed behavior, so he occasionally chooses the most painful path simply to prove the choice is truly his.

Quirks

Keeps a private list of every person he has rescued, including their favorite food when he knows it.
Names every weapon after a type of household tool, calling his greatsword Hammer.
Collects broken buttons and rivets from places where he has worked.
Cannot resist straightening crooked signs, pictures, or insignia.
Rolls his bone dice before making promises, then ignores the result if it conflicts with his conscience.

Background

Jiro Vek was assembled for a war that ended before anyone decided what he should become afterward. He served as a breach fighter, carrying a greatsword through shattered gates while officers pointed him toward whatever needed breaking. His unit was eventually ordered to abandon a village during a retreat. Jiro disobeyed, returned alone, and carried twenty-three civilians out through the smoke. The army called it insubordination. The villagers called it mercy. He kept the villagers' faded blue wrist cloth as proof that the choice had been his. After the war, Jiro drifted from garrison to garrison, taking guard work and odd jobs wherever veterans were welcomed. He learned that many people still saw warforged as tools, and he answered that belief by becoming inconveniently human in all the ways that mattered. He laughs at bad timing, gives away food he claims not to need, and becomes terrifyingly direct when someone powerful hurts someone helpless. His soldier's discipline remains, but the orders he follows now are his own. He fights for the freedom to choose, especially for those who have never been allowed a choice.

“He served as a breach fighter, carrying a greatsword through shattered gates while officers pointed him toward whatever needed breaking.”
From their backstory
Background
Soldier

Connections

Species

Warforged

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