Tavra
Tavra
Sheet
AC 14 · HP 224 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
29 featuresAction
- Extra AttackLevel 5
You may make one additional attack when you take the Attack action.
- Indomitable SpiritLevel 5
You can use your action to stop ongoing injury and recover hit points equal to 1d10 + your fighter level.
Bonus action
- Second WindLevel 1
As a bonus action, you can regain 1d10 + your fighter level hit points. Once used, you must finish a short or long rest before using it again.
Reaction
- TraitGoliathStone's Endurance, reduce damage by 1d12 + Constitution modifier as a reaction once per short or long rest
Always on
- Hit DiceLevel 1
You have exceptional vitality. Your hit points are calculated using a d10 Hit Die.
- ProficienciesLevel 1
You gain proficiency in all armor, shields, and simple and martial weapons.
- Fighting StyleLevel 1
Choose one fighting style. Tavra's style is represented as Defense, granting +1 AC while wearing armor.
- Action SurgeLevel 2
You can push yourself beyond your normal limits, taking one additional action on your turn once per short or long rest.
- Martial Archetype: ChampionLevel 3
You gain a Martial Archetype. Tavra is a Champion, a model of physical perfection and sustained combat ability.
- Ability Score ImprovementLevel 4
You gain one Ability Score Improvement or feat.
- Additional Fighting StyleLevel 10
You can choose one additional option from the Fighting Style feature.
- Remarkable AthleteLevel 7
Your athleticism and resilience allow you to add half your proficiency bonus, rounded up, to Strength, Dexterity, and Constitution checks you are not already proficient in. You can also run long jumps and high jumps with reduced movement expenditure.
- Improved CriticalLevel 3
Your weapon attacks score a critical hit on a roll of 19 or 20.
- Ability Score ImprovementLevel 6
You gain an additional Ability Score Improvement or feat.
- Superior CriticalLevel 15
Your critical hit range expands to 18, 19, or 20.
- Action Surge ImprovementLevel 17
You gain a third use of Action Surge, letting you push for even greater effort in battle.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement or feat.
- Extraordinary RecoveryLevel 20
When you roll initiative and have no uses of Second Wind remaining, you regain one use.
- SurvivorLevel 18
When you start your turn with no more than half your hit points, you regain 5 + your Constitution modifier hit points, provided you have at least 1 hit point remaining.
- Ability Score ImprovementLevel 12
You gain another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 14
You gain another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 16
You gain another Ability Score Improvement or feat.
- Ability Score ImprovementLevel 19
You gain another Ability Score Improvement or feat.
- TraitGoliathAbility Score Increase, +2 Strength and +1 Constitution
- TraitGoliathPowerful Build, count as one size larger when determining carrying capacity and the weight you can push, drag, or lift
- TraitGoliathMountain Born, acclimated to high altitude and cold climates
- TraitGoliathNatural Athlete, proficiency in Athletics
- TraitGoliathLanguages, Common and Giant
- WandererOutlander
You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five others if the land offers any at all.
Gear
7 itemsWeapons
- Martial WeaponA martial weapon of choice from fighter starting equipment.
- Light Crossbow and 20 BoltsA light crossbow with 20 bolts.
Armor
- Chain MailA suit of chain mail, traditional martial armor for a seasoned fighter.
- ShieldA shield bearing the marks of use and repeated training.
Gear
- Explorer's PackAn explorer's pack for travel and field training.
- Outlander GearA staff, a hunting trap, a trophy from a hunted beast, and a set of traveler’s clothes.
Purse
- 10×Gold PiecesA belt pouch containing 10 gp.
Appearance
Tavra is a towering goliath woman with deep gray, stone-textured skin, broad shoulders, and a physique built through relentless training. Her face is angular and composed, with high cheekbones, a strong jawline, and deep brown eyes that seem calm even under pressure. She favors practical modern athletic wear, usually dark fitted training clothes that allow full movement, and carries herself with the still confidence of a mountain. Her presence is imposing, but never chaotic, each step measured, each motion efficient.
Mannerisms
Tavra speaks in short, precise sentences and often pauses before answering, as if weighing every word. When thinking, she folds her hands behind her back and stands perfectly still. In training, she demonstrates by repeating a movement until the student understands it, never wasting motion.
Personality
Quiet, disciplined, and exacting, Tavra treats every challenge as a test of endurance and focus. She is patient with sincere effort, ruthless toward laziness, and deeply protective of people who are trying to become better than they were yesterday.
Ideals
Discipline. Strength is not domination, it is responsibility. Real power must be controlled, tested, and used to make others stronger.
Bonds
She keeps a weathered stone token from her clan, a reminder that even those who rejected her still shaped her path. Tavra feels responsible for every student who entrusts their growth to her hands, and she will not abandon someone who is trying, even if they are struggling.
Flaws
Tavra struggles to trust fast promises and clever shortcuts, assuming they usually hide weakness or poor preparation. She can become inflexible when a method has not been proven through repetition, and she sometimes mistakes restraint for fear in others.
Quirks
Background
Tavra was born high in the stony reaches of a goliath clan that measured worth in endurance, scars, and survival. As a child, she was marked by the strange heritage of stone giants, not only for her immense frame, but for the way she watched before she acted. Where others sought glory in reckless contests of strength, Tavra studied footing, breath, and timing. She learned early that power without control was wasteful, and that the strongest body in the world meant little if the mind gave up first. That lesson made her an outsider among her own people, but it also made her impossible to break. When she left the mountains, she carried little more than discipline and a refusal to bow to anyone's expectations. The modern world gave her something her clan never had, training halls, sparring rings, coaches, and a thousand methods to test the same truth from new angles. Tavra rose through those systems by outlasting opponents who were faster, flashier, or more gifted on paper. Over time she became a respected instructor, known for pushing students hard but never unfairly. She teaches that composure is not softness, that endurance is a skill, and that the body becomes its own kind of armor when honed with patience. In the training facility she is a living standard, a quiet wall of certainty others measure themselves against.
“As a child, she was marked by the strange heritage of stone giants, not only for her immense frame, but for the way she watched before she acted.”
- Background
- Outlander
Connections
Species
Goliath
Media
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