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Frank - AI-generated fantasy Character

Frank

Human · Fighter · Level 1 · Sage

Frank

Frank is patient, observant, and more comfortable comparing evidence than trading opinions.
AC17
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 12 · 30 ft.
AlignmentTrue NeutralGenderMaleAge42
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • 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

Calligrapher's Supplies

Languages

Common,
Elvish

Features

9 features

Bonus action

  • Second WindLevel 1

    Frank has two uses of Second Wind. As a Bonus Action, he can regain 1d10 + 1 Hit Points. He regains one expended use after a Short Rest and all expended uses after a Long Rest.

Always on

  • Fighting Style: DefenseLevel 1

    Frank chooses a Fighting Style feat. Defense grants +1 AC while he wears armor, already included in his AC.

  • Weapon MasteryLevel 1

    Frank can use the mastery properties of three weapon types: Greatsword (Graze), Longsword (Sap), and Handaxe (Vex). After a Long Rest, he can practice and change one weapon choice.

  • ResourcefulHumanFrank gains Heroic Inspiration whenever he finishes a Long Rest.
  • SkillfulHumanFrank gains proficiency in one additional skill, Insight.
  • VersatileHumanFrank gains one additional Origin feat, Skilled, granting proficiency in Investigation, Medicine, and Nature.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Magic Initiate (Wizard)Sage

    Magic Initiate (Wizard): Frank knows two Wizard cantrips and one level 1 Wizard spell. He can cast the level 1 spell once without a spell slot, and can also cast it using any spell slots he has. Intelligence is his spellcasting ability for these spells.

Spells

3 spells

Spellcasting. Frank casts with Intelligence (spell save DC 11, to hit with spell attacks).

Cantrips (at will): ,

1st level:

Gear

10 items

Weapons

  • Greatsword
    A two-handed martial weapon with a broad, double-edged blade.
  • 2×
    Handaxe
    A light axe suitable for melee or throwing.
  • Quarterstaff
    A sturdy quarterstaff included in the Sage background equipment.

Armor

  • Chain mail
    A heavy suit of interlocking metal rings, worn over clothing.

Tools

  • Calligrapher's Supplies
    Tools for producing neat writing and illustrations.

Gear

  • Dungeoneer's Pack
    A pack containing travel supplies and adventuring essentials.
  • Book (history)
    A volume of historical writing that Frank has annotated over the years.
  • 8×
    Parchment
    Eight sheets for notes, maps, and copied records.
  • Robe
    A plain, durable robe for work in libraries and travel.

Purse

  • 8×
    Gold pieces
    Starting coin from the Sage background equipment package.

Appearance

Frank is a broad-shouldered, middle-aged human with close-cropped brown hair, ink-darkened fingertips, and a practical chain shirt beneath a travel-worn coat. His voice begins with a soft intake of breath, as if he is checking the wording of his thoughts before letting them out. He smells faintly of lamp oil, old paper, and the mint leaves he keeps tucked into his pockets.

Mannerisms

Before answering, Frank draws a quiet breath through his nose and briefly presses his lips together. He speaks in measured clauses, then often adds a small qualification at the end.

Personality

Frank is patient, observant, and more comfortable comparing evidence than trading opinions. He listens closely, asks practical questions, and has a dry, understated sense of humor that often arrives several seconds late.

Ideals

Understanding is useful only when it helps people make wiser choices. Frank tries to weigh evidence fairly, without mistaking neutrality for indifference.

Bonds

He carries a water-stained account book from the archive where he first learned to read military records. Its final pages describe a company that vanished on campaign, and he intends to discover what happened to them.

Flaws

Frank can become so absorbed in correcting an account or testing a theory that he misses an urgent change in the room. When evidence is incomplete, he sometimes delays choosing a side long after a decision is necessary.

Quirks

Keeps mint leaves in his pockets and offers them to people who seem nervous.
Counts the number of exits in a room without appearing to look for them.
Writes dates and page references on scraps of parchment, then tucks them into the wrong book.

Background

Frank spent years moving between manor libraries, monasteries, and provincial archives, earning a place at a reading desk by mending bindings, copying ledgers, and doing whatever work kept the lamps lit. He became a careful student of military histories, especially accounts of battles where a small decision mattered more than a celebrated hero. A retired drill sergeant who visited one archive taught Frank to handle a sword, then insisted that knowledge of violence was more useful when paired with the discipline to avoid it.

“He became a careful student of military histories, especially accounts of battles where a small decision mattered more than a celebrated hero.”
From their backstory
Background
Sage

Connections

Species

Human

Media

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