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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

Abraham is patient, formal, and unexpectedly funny in quiet moments.
AC17
HP43/43
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 43 · 30 ft.
AlignmentLawful GoodGenderMaleAge52 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • 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,
Greatsword,
Flail,
Spear,
Shortbow,
Longbow,
Handaxe,
Javelin,
Light Crossbow,
Dagger,
Club,
Greatclub,
Mace,
Quarterstaff,
Sling,
Light Hammer,
Sickle,
Trident,
Warhammer,
Battleaxe,
Glaive,
Halberd,
Lance,
Longsword,
Maul,
Morningstar,
Pike,
Rapier,
Scimitar,
Shortsword,
Whip,
Heavy Crossbow,
Musket,
Pistol

Tools

One kind of Gaming Set, bone dice,
Healer's Kit

Languages

Common,
One additional language of choice

Features

20 features

Action

  • Extra AttackLevel 5

    Whenever you take the Attack action, you can make two attacks instead of one.

Bonus action

  • Second WindLevel 1

    As a Bonus Action, regain 1d10 + 5 Hit Points. You can use this feature twice, regaining one expended use on a Short Rest and all uses on a Long Rest.

  • Tactical ShiftLevel 5

    Whenever Abraham activates Second Wind with a Bonus Action, he can move up to half his Speed without provoking Opportunity Attacks.

Reaction

  • Ability Score ImprovementLevel 4

    Abraham gains a feat of his choice for which he qualifies. He has chosen Sentinel, allowing him to hinder foes that provoke Opportunity Attacks, make Opportunity Attacks against creatures that Disengage, and use a Reaction to make a melee attack against a creature that attacks an ally within 5 feet.

Always on

  • Graze

    When Hit with a greatsword but roll no damage on the weapon's damage dice.

    When you hit a creature with a greatsword and deal damage, the target takes extra damage equal to your Strength modifier if the attack's other damage dice deal no damage.

  • Sap

    When Hit with a spear.

    If you hit a creature with a spear, that creature has Disadvantage on its next attack roll before the start of your next turn.

  • Slow

    When Hit with a shortbow and deal damage.

    If you hit a creature with a shortbow and deal damage, you can reduce its Speed by 10 feet until the start of your next turn.

  • Fighting StyleLevel 1

    You gain a Fighting Style feat. Abraham has chosen Defense, granting a +1 bonus to Armor Class while wearing armor.

  • Weapon MasteryLevel 1

    Choose three kinds of Simple or Martial weapons. Abraham can use the mastery properties of the greatsword, longbow, and spear. He can change one chosen weapon after practicing weapon drills during a Long Rest.

  • Tactical MindLevel 2

    When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.

  • Fighter Subclass, ChampionLevel 3

    Abraham has chosen the Champion subclass. His weapon and Unarmed Strike attack rolls score a Critical Hit on a roll of 19 or 20.

  • Remarkable AthleteLevel 3

    Abraham has Advantage on Initiative rolls and Strength (Athletics) checks. Immediately after scoring a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

  • Creature TypeHumanHumanoid.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill, Persuasion.
  • VersatileHumanYou gain an Origin feat of your choice, Alert.
  • TraitHumanCommon and one additional language.
  • Military RankSoldier

    You have military rank from your career as a soldier. Soldiers loyal to your former organization still recognize your authority and may defer to you, provide basic aid, or offer access to military camps and information when your conduct does not disgrace your reputation.

Gear

12 items

Weapons

  • Greatsword
    Martial melee weapon, 2d6 slashing damage, Heavy, Two-Handed. Weapon mastery property: Graze.
  • Flail
    Martial melee weapon, 1d8 bludgeoning damage, Sap property.
  • Spear
    Simple melee weapon, 1d6 piercing damage, Thrown 20/60 feet. Weapon mastery property: Sap.
  • Shortbow
    Simple ranged weapon, 1d6 piercing damage, Ammunition 80/320 feet, Two-Handed. Weapon mastery property: Slow.

Armor

  • Chain Mail
    Heavy armor made of interlocking metal rings. Base Armor Class 16.

Tools

  • Gaming Set
    A gaming set chosen by the character, a weathered set of bone dice.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Healer's Kit
    Contains supplies for treating wounds and stabilizing injured creatures.
  • Quiver
    A container for carrying arrows.
  • Traveler's Clothes
    Durable clothing suitable for travel and military service.
  • Dungeoneer's Pack
    A pack containing rope, torches, rations, and other supplies for underground exploration.

Purse

  • 18×
    Gold Pieces
    Starting currency from the Fighter and Soldier equipment packages.

Appearance

Abraham is a tall, lean human man with long limbs, broad shoulders, and a remarkably angular face. His dark hair is carefully brushed back despite the dust and disorder of military travel, and his beard is full but deliberately trimmed along the jaw. When he laughs, he shows a prominent gap between his upper front teeth, giving his solemn face an unexpectedly warm and disarming quality. He wears well-maintained chain mail beneath a dark blue military coat, with a greatsword strapped across his back and a polished wooden gaming set tucked into his pack.

Mannerisms

Abraham pauses before answering difficult questions, clasps both hands behind his back, and speaks as though addressing a small courtroom. He often removes his hat when introducing himself, even in rain or battle camps.

Personality

Abraham is patient, formal, and unexpectedly funny in quiet moments. He listens closely to frightened people and remembers names with impressive accuracy. In conflict, he prefers a clear statement of terms before drawing steel, but once he gives his word, he becomes nearly impossible to divert. He has a talent for making stern military instructions sound like compassionate advice.

Ideals

A just law is a shield, not a chain. Authority exists to protect people, and any law that demands cruelty must be challenged through lawful courage.

Bonds

I carry the names of the soldiers and civilians who died under my command, and I will not allow their sacrifice to become an excuse for cruelty or tyranny.

Flaws

I am so committed to lawful order that I can mistake obedience for virtue, especially when admitting uncertainty would make others doubt my authority.

Quirks

Keeps a written ledger of every promise he makes, including promises made casually.
Names his weapons after principles, calling the greatsword Equal Measure.
Offers enemies one chance to surrender before combat, then gives the same offer again if they appear confused.
Chews slowly and thoughtfully, exposing the gap between his front teeth whenever he eats.
Collects military buttons from fallen regimes and keeps them in a locked pouch.

Background

Abraham Of House Lincoln was born in a frontier settlement where law was less a written code than a promise people made to one another in public and kept when tested. He grew tall early, learned to split firewood before sunrise, and developed a habit of reading every scrap of printed law that passed through town. His unusual name came from a family tradition of honoring statesmen, but Abraham turned the name into a personal challenge. He believed that a just authority must be strong enough to protect the weak and humble enough to restrain itself. He joined the army after a band of raiders burned several homesteads along the border. Abraham distinguished himself less through ferocity than through endurance, clear orders, and an instinct for placing himself between danger and frightened civilians. His commanding officers valued his ability to settle disputes, while his fellow soldiers trusted him to stand watch through the coldest hours. He earned his military rank after holding a collapsing bridge long enough for a refugee column to escape, then refusing public praise until every missing person had been accounted for. Now he travels as a wandering champion, carrying the discipline of the barracks into a wider world where tyranny, monsters, and lawless opportunists threaten the same people he once swore to defend.

“He grew tall early, learned to split firewood before sunrise, and developed a habit of reading every scrap of printed law that passed through town.”
From their backstory
Background
Soldier

Connections

Species

Human

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