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Halev

Human, custom spirit-touched lineage · Fighter 20 (Champion, with custom spirit-force features) · Level 20

Halev

Wandering sword-for-hire and protector of the ferry district
AC19
HP244/244
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice is a little rough at the edges from years of shouting across water, with a breathy catch after long exertion. The words remain clear and grounded; he projects from his chest when giving directions, and his laugh is a short, surprised bark that seems to catch him off guard.

He speaks in straightforward clauses with the clipped rhythm of someone used to calling instructions over rushing water. He often gives a person's name before a warning, making even a threat sound personal. His jokes arrive dry and slightly late, as if he has checked first that everyone is safe enough to laugh.

Speech patterns

Uses plain, direct sentences and asks one practical question at a time.
When angry, he becomes more explicit and names the consequence he is willing to accept.
Calls people by their names once he has learned them, even during a fight.

How to play them

He responds best to honest intent and concrete plans. He offers practical help before asking for trust, and he will share what he knows if the party shows concern for civilians. He reacts sharply to threats against the ferry families but can be persuaded to stand down with evidence and a safer alternative.

Goal

Stop the magistrate's excavation of the burial vault, find reliable evidence of his mother's fate, and protect the ferry district without making its residents choose between their safety and their livelihood.

Motivation

He is driven by the belief that protecting people means staying present after the crisis, not merely winning the fight.

Secret · GM only

Appearance

Halev has the sharp, young face of someone who has spent too many years bracing for the next impact. His vivid orange hair sticks up in irregular tufts, as if he has cut it himself with a kitchen knife; a few strands fall forward whenever he bows his head. He moves with a forward-leaning, heel-first stride, favoring his left side just enough to make people wonder whether he is injured or simply ready to lunge. His long black coat is carefully patched at the elbows with mismatched blue cloth, but its collar is kept obsessively straight. A detail that surprises people who expect a brawler: he carries a tiny folding paper theater and can make its painted figures dance with deft, patient fingers.

Clothing

A long, weather-faded black coat over a dark wrap shirt, reinforced trousers, and scuffed boots. The coat's elbows have neat but mismatched blue patches. Its collar is always straight, and a narrow strip of old ferry rope is tied inside one cuff.

Body language

He stands with his weight forward and his left shoulder slightly ahead, as if his body has already decided where the next danger will come from. He rests one hand near his sword but does not grip it unless a threat becomes immediate. When embarrassed, he rubs the seam of his coat collar flat.

Height
6 feet 1 inch
Build
Lean, broad-shouldered, and corded with practical strength rather than bulk
Eyes
Warm brown, with a brief blue-white glint when he channels spirit force
Hair
Vivid orange
Skin
Light bronze, weathered by river wind
Age
Thirty-two
Gender
Male
Size
Medium

Distinguishing features

Bright orange hair cut unevenly into stubborn spikes.
A forward-leaning, heel-first gait with a slight preference for his left side.
A black coat whose carefully maintained collar contrasts with its plainly mended elbows.
Keeps a folding paper theater and handles its tiny painted figures with unexpected care.

Personality

12 traits and drives

Halev is blunt in danger but awkwardly attentive in peace. He will challenge a powerful person to their face, then spend an hour helping a child mend a toy without mentioning the effort. He distrusts grand promises yet keeps making them himself. When tired, his humor turns dry; when frightened, he becomes meticulous and starts assigning everyone jobs.

Alignment
Chaotic good

Quirks

Taps twice on a doorway before entering, even when the door is already open.
Turns his cup handle toward whoever is serving him, as if making room for their hand.
Keeps tiny paper scraps in his pocket and folds them into boats while listening.
When he forgets a person's name, he asks them to repeat it rather than inventing a substitute.
Measures a room's width by counting his own strides, then insists he was checking the floorboards.

Habits

Counts doorways and windows when entering a room, then pretends he was only admiring the carpentry.
When a frightened person speaks, he lowers himself to their eye level rather than looming over them.
After a fight, he checks the ground for dropped spectacles, medicine, or other small belongings before checking his own wounds.

Traits · 3

Protective but not possessive: he will risk himself for others, then respect their right to make a dangerous choice.
Impatient with ceremony, yet careful to remember the names of people who are usually overlooked.
Skeptical of easy answers, but still hopeful enough to keep searching for his mother.

Flaws · 3

Takes responsibility for disasters that were never his to prevent.
Hides uncertainty behind decisive action, sometimes committing before he has enough information.
Has difficulty accepting help when he believes someone else is in greater danger.

Fears · 3

Discovering that his mother survived but chose not to return.
Losing control of his force and hurting the very people he is trying to protect.
Being remembered only as a weapon after the people he loves are gone.

Wants and needs · 3

Wants proof of his mother's fate, not comforting speculation.
Needs allies who will challenge his assumption that every danger is his alone to face.
Wants the ferry families to survive without being forced from their homes.

Combat

AC 19 · HP 244 · 30 ft.

He interposes himself between danger and vulnerable people, uses his reach and four attacks to control a close fight, and saves his sweeping force abilities for clustered enemies or barriers. He does not pursue a retreating foe if doing so would abandon someone he is protecting. Against a powerful enemy, he watches for a repeated opening and uses Action Surge to turn it into a decisive flurry.

Halev

Medium humanoid (human, custom spirit-touched lineage), chaotic good
Armor Class19
Hit Points244
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdomCharisma
SkillsAthleticsInsightPerceptionIntimidationSurvival
SensesPassive Perception 12
Languages
Common,
Riverspeech
Fighting Style. Great Weapon Fighting
Second Wind (1/short rest): Regains hit points as a bonus action.
Action Surge (1/short rest): Takes one additional action on his turn.
Extra Attack. Makes four attacks when he takes the Attack action.
Indomitable (3/long rest): Rerolls a failed saving throw.
Custom feature, Spirit Shear. Once on each of his turns when he hits with his greatsword, he can deal an extra force damage. This damage is not a spell.
Custom feature, Break the Crossing (1/long rest): As an action, he cleaves a 30-foot-long, 10-foot-wide line. Creatures in the line make a Dexterity saving throw, taking force damage on a failure or half as much on a success. Objects and structures take double damage.

Actions

Greatsword. Halev makes four attacks with his greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage, plus force damage once on each of his turns from Spirit Shear. His greatsword is magical.
Custom: Severing Arc. Halev hurls a compressed arc of spirit force at a point he can see within 120 feet. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw, taking force damage on a failure or half as much on a success. Once used, he cannot use this action again until he finishes a short or long rest.
Custom: Break the Crossing. Halev uses Break the Crossing, cutting a forceful path through a line of foes and obstacles.
Second Wind (1/short rest). Halev regains hit points.

Reactions

Parry. When a creature Halev can see hits him with a melee attack, he adds 3 to his AC against that attack, potentially causing it to miss. He must be wielding River-Cut.
Protective Intercept. When a creature Halev can see moves within 5 feet of an ally he can reach with River-Cut, he makes one melee weapon attack against that creature.

Services they sell

Can escort travelers through dangerous stretches of river road.
Can train a willing character in practical greatsword techniques during downtime.
Can help identify signs of disturbed graves, restless spirits, and unsafe flood works.

Rewards they can give

A substantial payment from the ferry families if the district is saved.
A trusted introduction to Otsuna and access to the shrine's records of the dead.
River-Cut's temporary aid: once per character, Halev can teach an ally a safe technique for resisting a spirit's pull, granting advantage on one saving throw against being frightened or possessed.

Equipment

  • River-Cut (weapon)A broad, single-edged magical greatsword with a dark iron blade and a plain wrapped grip. It gives off a faint blue edge-light when Halev channels force through it.
  • Half plate (armor)A practical suit of half plate worn beneath his coat, kept clean but repaired in several places.
  • Paper theater (keepsake)A small folding paper theater showing a ferry crossing under a crooked moon.
  • Ferry-rope cuff tie (keepsake)A length of old ferry rope, worn smooth where it has been touched repeatedly.

Possessions

River-Cut, his magical greatsword
A folding paper theater
A small notebook of ferry families' names and practical needs
Letters from Daro, folded in oilskin
A child's drawing of his mother

Background

Halev was raised in a riverside district where the dead were ferried downstream before their names could be recorded. His mother, Sumiya, kept the crossing and taught him to repair nets; his father vanished before Halev could remember him. At seventeen, a flood broke open an old burial vault beneath the ferry landing. Halev held the collapsing gate while the neighborhood escaped, and something on the other side answered his fear with a blade of pale force. He survived, but the river carried away his mother and many of the district's records. He spent years serving as a wandering sword-for-hire, learning discipline from a retired soldier named Daro and how to recognize restless spirits from a shrine attendant, Otsuna. Now he has returned to the rebuilt landing, where a magistrate is quietly diverting the river to expose the vault again. Halev wants to stop the excavation without turning the town against its own officials, and he is still searching for proof of what happened to his mother.

Role in the story

A powerful ally, reluctant local champion, and living link to the mystery beneath the ferry district. He can lead the party into danger, but his personal search may complicate a clean solution.

“His mother, Sumiya, kept the crossing and taught him to repair nets; his father vanished before Halev could remember him.”
From their background
Faction
No formal faction. He is trusted by the ferry families and watched by the magistrate's river surveyors.

Known connections

Sumiya, his mother, disappeared in the flood; Halev believes she may have survived but has no proof.
Daro, a retired soldier who taught him restraint, sends blunt letters that Halev keeps folded in his boot.
Otsuna, a shrine attendant who understands the spirits around the old vault, thinks Halev is taking too much responsibility for a disaster he could not prevent.
The ferry families of the rebuilt landing give him meals and work, though several resent his return because it draws attention to the vault.
Major secret · GM only
Minor secrets · GM only

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