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Abraham Of House Lincoln - AI-generated fantasy Character

Abraham Of House Lincoln

Human · Fighter (Champion) · Level 5 · Soldier

Abraham Of House Lincoln

He is solemn in public, gentle with frightened people, and unexpectedly dry-witted around companions.
AC18
HP39/39
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 39 · 30 ft.
AlignmentLawful GoodGenderMaleAge52 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
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming set,
Land vehicles

Languages

Common,
Dwarvish

Features

13 features

Action

  • Extra AttackLevel 5

    When When taking the Attack action

    Make two weapon or Unarmed Strike attacks as part of the Attack action.

Bonus action

  • Action SurgeLevel 2

    When On your turn

    Take one additional action on your turn, except for the Magic action. Once per Short or Long Rest.

  • Second Wind

    When On your turn

    Regain 1d10 + 5 Hit Points. Two uses per Short or Long Rest.

  • Second Wind and Tactical MindLevel 1

    You can expend a use to regain 1d10 + 5 Hit Points as a Bonus Action. You have two uses, restored after a Short or Long Rest. You can also expend a use to add 1d10 to a failed ability check, using Tactical Mind after seeing the d20 roll.

Reaction

  • Tactical Mind

    When After failing an ability check

    Add 1d10 to a failed ability check after seeing the d20 roll, expending a Second Wind use.

Always on

  • Improved CriticalLevel 3

    When When making a weapon or Unarmed Strike attack roll

    A weapon attack scores a Critical Hit on a d20 roll of 19 or 20.

  • Weapon MasteryLevel 1

    You can draw or stow a weapon as part of each attack. You can use weapon mastery properties with four kinds of Simple or Martial weapons. Chosen weapons: greatsword, javelin, longbow, and spear.

  • Fighting StyleLevel 1

    You gain a Fighting Style feat. Chosen style: Defense, granting a +1 bonus to Armor Class while wearing armor.

  • ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
  • SkillfulHumanYou gain proficiency in one skill of your choice, chosen here as Perception.
  • VersatileHumanYou gain one Origin feat of your choice, chosen here as Tough.
  • ToughHumanYour Hit Point maximum increases by 2, and it increases by 2 again whenever you gain a level.
  • Military RankSoldier

    You can invoke the respect and authority associated with your military service to receive recognition, temporary shelter, or basic aid from soldiers, veterans, and communities familiar with military duty, provided your request does not violate their laws or principles.

Gear

12 items

Weapons

  • Greatsword
    A two-handed Martial Melee weapon that deals 2d6 slashing damage.
  • Flail
    A Martial Melee weapon that deals 1d8 bludgeoning damage.
  • 8×
    Javelin
    A Simple Melee weapon with the Slow property, dealing 1d6 piercing damage.
  • Spear
    A Simple Melee weapon dealing 1d6 piercing damage, carried as a symbol of his old regiment.
  • Shortbow and arrows
    A Martial Ranged weapon dealing 1d6 piercing damage, with a quiver and 20 arrows.

Armor

  • Chain mail
    A suit of chain mail, Armor Class 16.
  • Shield
    A shield granting a +2 bonus to Armor Class.

Tools

  • Gaming set
    A gaming set used to maintain camaraderie with soldiers and veterans.

Gear

  • Dungeoneer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Healer's kit
    Restores 1 Hit Point when used by a creature with 0 Hit Points, once per creature per Long Rest.
  • Tent
    A military travel shelter large enough for one person.

Purse

  • 14×
    Gold pieces
    Spending money remaining from his enlistment and family allowance.

Appearance

Abraham is a very tall, lean human man with long limbs, broad shoulders, and an unmistakable angular silhouette. His dark hair is brushed straight back from a high forehead, and his narrow face is framed by a full, carefully kept beard. His front teeth show prominently whenever he eats or laughs, giving his rare grin an oddly warm, homespun quality. He stands with most of his weight resting on one leg, hands folded over the pommel of his greatsword or clasped behind his back, as though perpetually waiting for a difficult conversation to begin. His chain mail is worn beneath a dark blue surcoat marked with a simple white star.

Mannerisms

He pauses before answering serious questions, rubbing his thumb along the edge of his shield. When waiting, he plants his feet in a straight line and leans slightly forward, as if listening for an approaching formation. He addresses even enemies by their names whenever he knows them.

Personality

He is solemn in public, gentle with frightened people, and unexpectedly dry-witted around companions. Abraham listens longer than most people expect, then speaks in plain, carefully chosen sentences. He dislikes theatrical heroics, but once he commits himself to protecting someone, he becomes immovable.

Ideals

The law exists to protect the powerless. When a law fails that purpose, a good person must work to mend it without surrendering justice to vengeance.

Bonds

The surviving families of his old regiment are his true house, and he will spend his life protecting them from warlords, debt collectors, and the indifference of powerful people.

Flaws

He mistakes patience for moral superiority and can become quietly contemptuous of anyone who panics, boasts, or abandons a duty. He also has a dangerous habit of accepting responsibility for failures that were never his alone.

Quirks

Keeps a small list of every soldier and civilian he has failed to save, adding no explanations beside the names.
Counts doorways, windows, and exits whenever he enters a room.
Laughs silently at first, shoulders shaking before any sound escapes.
Straightens crooked banners, table settings, and weapon racks without thinking.

Background

Abraham Of House Lincoln was born into a minor human house whose lands were poor, its records older than its walls, and its obligations greater than its income. He learned early that a noble name could open a door, but only discipline could keep that door from closing. Rather than inherit a ceremonial title and a failing estate, he enlisted in the border legions, where his height made him easy to spot and his patience made him difficult to break. He served as a shield-bearer, standard guard, and eventually a line sergeant, earning the trust of soldiers who valued his habit of standing where the danger was greatest. During a winter retreat, Abraham held a narrow bridge against raiders long enough for wounded troops and camp followers to escape. He returned with fewer soldiers than he had led, and the surviving families remembered that he had not abandoned them. The deed brought him a field commission and a reputation for measured courage, but it also taught him that orders are only honorable when they protect the people beneath them. Now he travels as a professional fighter, seeking causes worthy of his oath and trying to build a house whose foundation is service rather than inheritance.

“He learned early that a noble name could open a door, but only discipline could keep that door from closing.”
From their backstory
Background
Soldier

Connections

Species

Human

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