Eirwen Callaigh
Eirwen Callaigh
Sheet
AC 17 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Second WindLevel 1
When You are injured and can take a Bonus Action
As a Bonus Action, regain 1d10 + 1 hit points. You have two uses, regaining one after a Short Rest and all after a Long Rest.
Always on
- Graze
When You miss with a greatsword attack
When you miss with a greatsword attack, deal its Strength modifier in damage, currently 2, provided the weapon's damage die could have dealt damage.
- Slow
When You hit a creature with a javelin
When you hit with a javelin, reduce the target's Speed by 10 feet until the start of your next turn.
- Sap
When You hit a creature with a flail
When you hit with a flail, the target has Disadvantage on its next attack roll before the start of your next turn.
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. Eirwen has the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of three Simple or Martial weapons with which you have proficiency. Eirwen uses Graze with the greatsword, Slow with the javelin, and Sap with the flail.
- ResourcefulHumanAfter finishing a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Eirwen is proficient in Perception.
- VersatileHumanYou gain an Origin feat of your choice. Eirwen has the Alert feat.
- TraitHumanYou have a Speed of 30 feet.
- TraitHumanYou can speak Common and one additional language, Dwarvish.
- Military RankSoldier
You retain the respect and practical support of soldiers and members of military organizations. They recognize your rank, campaign experience, and service, and may provide modest assistance such as shelter, information, or access to military facilities when it is reasonable and does not place them in serious danger.
Gear
7 itemsWeapons
- GreatswordA two-handed martial weapon with a broad double-edged blade. It has the Graze mastery property.
- FlailA one-handed flail with a weighted metal head. It has the Sap mastery property.
- 8×JavelinA balanced throwing spear. It has the Slow mastery property.
Armor
- Chain MailHeavy protective armor made of interlocking metal rings.
Tools
- Gaming SetA small set of carved wooden pieces used for a traditional military wagering game.
Gear
- Dungeoneer's PackA sturdy pack containing bedroll, mess kit, tinderbox, rations, rope, and other travel supplies.
Purse
- 14×Gold PiecesCoin remaining from military pay and starting provisions.
Appearance
A lean, long-limbed human woman with sun-browned skin, gray-green eyes, and dark brown hair braided tightly against her scalp. A pale scar crosses her left eyebrow, and two fingers on her right hand bear old calluses from spear drills and shield work. She wears practical chain mail beneath a weathered blue surcoat, with a faded unit stripe sewn at the shoulder.
Mannerisms
Eirwen squares her shoulders whenever someone raises their voice, taps the pommel of her sword while thinking, and automatically positions herself between strangers and the nearest exit. She speaks plainly, rarely wastes a word, and uses old military phrases as if they were ordinary sayings.
Personality
Calm, observant, and quietly protective. Eirwen prefers practical kindness to grand gestures, remembers the names of camp followers and stable hands, and has a dry sense of humor that appears only when everyone else is too tired to laugh. She is most comfortable when there is a clear task, a watch schedule, and someone vulnerable nearby to defend.
Ideals
Duty. A promise made in front of frightened people is more binding than any oath sworn before a throne.
Bonds
The soldiers and villagers who held the bridge with her are her chosen family. She carries a cracked bronze unit badge and will risk herself to protect anyone abandoned by an army or a noble cause.
Flaws
She assumes hesitation is a decision and often acts before others have finished explaining themselves. Eirwen is especially distrustful of charismatic leaders, fearing that polished speeches conceal poor plans. When exhausted, she becomes rigid, humorless, and incapable of admitting that she needs help.
Quirks
Background
Eirwen Callaigh was raised in a riverside village where every household kept a spear above the door, not because war was constant, but because the road brought trouble with dependable regularity. Her mother served as a camp cook and healer during the border levies, while her father repaired wagons for the local garrison. Eirwen grew up among soldiers, learning that an army was held together as much by shared meals, mended straps, and remembered names as by courage in battle. She enlisted young after a bandit raid killed several villagers, determined that no one under her watch would be left without warning or protection. Her service was unglamorous but hardening. She guarded supply trains, escorted frightened refugees, and spent one bitter winter holding a broken bridge with a handful of recruits until reinforcements arrived. Eirwen earned her rank through steadiness rather than brilliance, and she has little patience for commanders who treat people as numbers on a ledger. She now travels beyond the old borders, carrying her military habits into adventuring. She still counts exits before sitting down, still checks every buckle twice, and still believes that a small group survives by trusting the person who keeps watch when everyone else is tired.
“Her mother served as a camp cook and healer during the border levies, while her father repaired wagons for the local garrison.”
- Background
- Soldier
Connections
Species
Human
Media
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