Pexinho
Pexinho
Sheet
AC 16 · HP 13 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Second WindLevel 1
You have a limited reserve of physical and mental stamina that you can draw on to protect yourself. As a Bonus Action, you can regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice, and you regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
Always on
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. Pexinho has the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You gain the ability to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Pexinho uses the mastery properties of the greatsword and javelin.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration if you do not already have it.
- SkillfulHumanYou gain proficiency in one skill of your choice. Pexinho has Insight proficiency from this trait.
- VersatileHumanYou gain one Origin feat of your choice. Pexinho has the Alert feat.
- AlertHumanAdd your Proficiency Bonus to Initiative rolls. You can swap your Initiative with a willing ally in the same combat at the start of combat, provided neither of you is Incapacitated.
- Savage AttackerSoldier
Once per turn when you roll the damage dice for an attack with a weapon, you can roll the damage dice twice and use either result. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Gear
13 itemsWeapons
- GreatswordA two-handed Martial Melee Weapon that deals 2d6 slashing damage.
- FlailA one-handed Martial Melee Weapon that deals 1d8 bludgeoning damage.
- 8×JavelinA Simple Melee Weapon with the Thrown property, range 30/120, dealing 1d6 piercing damage.
- SpearA Simple Melee Weapon with the Thrown property, range 20/60, dealing 1d6 piercing damage.
- ShortbowA Simple Ranged Weapon with range 80/320, dealing 1d6 piercing damage.
Armor
- Chain mailHeavy armor that gives an Armor Class of 16. It imposes disadvantage on Dexterity (Stealth) checks and requires Strength 13 to avoid reducing your Speed by 10 feet.
Tools
- Gaming setA gaming set used to pass time during military watches and settle arguments without drawing steel.
Gear
- Dungeoneer's packA pack containing standard adventuring supplies for underground exploration, including a backpack, bedroll, mess kit, tinderbox, torches, rations, and a waterskin.
- 20×ArrowsAmmunition for the shortbow.
- Healer's kitA compact kit containing supplies for treating wounds and stabilizing injured creatures.
- QuiverA container for carrying arrows.
- Traveler's clothesPlain, durable clothing suitable for travel and military camp life.
Purse
- 18×Gold piecesLoose starting currency from military pay and saved campaign wages.
Appearance
Pexinho is a broad-shouldered human with a compact, powerful build shaped by marching, hauling, and close-quarters fighting. His dark hair is cut short and unevenly, as though he trims it himself with a camp knife. He wears well-maintained chain mail over a faded blue gambeson, with one sleeve repeatedly patched in contrasting thread. His boots are too large by half a size, stuffed with folded cloth for comfort. His hands are heavily callused, especially across the palms and first two fingers, and his left thumb is permanently stained dark from years of oiling weapons and repairing bowstrings. The one item he treats like a treasure is a bright red neckerchief, carefully washed and folded despite the rest of his practical, weathered gear.
Mannerisms
Pexinho checks the balance of any weapon placed within reach, even during casual conversation. When thinking, he rubs the stained edge of his left thumb against his palm. He addresses animals, weapons, and cooking fires as though they are junior soldiers, and he always folds his red neckerchief before sleeping.
Personality
Pexinho is direct, energetic, and protective, with the practical confidence of someone who trusts his hands more than theories. He jokes loudly when frightened and becomes intensely focused when someone nearby is in danger. He is generous with food, suspicious of polished promises, and unexpectedly gentle with children, old people, and anyone trying to repair something by themselves.
Ideals
Freedom. Strength is valuable only when it is used to give other people choices. No banner, commander, or law is more important than the lives it claims to protect.
Bonds
I will return to the village I saved when I am strong enough to protect it permanently. The red neckerchief I carry belongs to the people who trusted me when my own commanders did not.
Flaws
Pexinho cannot leave an unfair order unchallenged, even when obedience would be safer. He is quick to assume that officers, nobles, and wealthy employers are hiding something, and his temper can turn a negotiation into a confrontation before he has considered the consequences.
Quirks
Background
Pexinho grew up in a crowded river district where people learned early that a strong back could be worth more than a clever tongue. He enlisted in the local army after helping defend his neighborhood from raiders, discovering that military life gave his restless energy a direction. He became a dependable shield-line soldier, not because he loved commands, but because he hated seeing ordinary people treated as expendable. He was known for carrying wounded comrades farther than anyone thought possible and for turning badly maintained weapons into usable ones with patience, wire, and whatever oil was available. His service ended after Pexinho disobeyed an order to abandon a village during a retreat. He and a handful of soldiers stayed behind long enough to evacuate the villagers, then vanished before their commander could make an example of them. The army recorded him as absent without leave, while the villagers remember him as the soldier who came back. Now he travels as a sellsword and protector, seeking work that puts his strength between danger and people who cannot afford another champion. He still carries the red neckerchief given to him by a child from that village, and he has never learned whether the army eventually forgave him.
“He enlisted in the local army after helping defend his neighborhood from raiders, discovering that military life gave his restless energy a direction.”
- Background
- Soldier
Connections
Species
Human
Media
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