Red Sabre (1st Level)

Medium humanoid (variant human) 1st level action hero, chaotic good

Armor Class 17 (leather armor, shield)
Hit Points 11 (1d10 + 1)
Speed 30 feet

14 (+2) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Str +4, Dex +6
Skills Acrobatics +6, Animal Handling +4, Athletics +4, Insight +4, Intimidation +5, Perception +4, Stealth +6, Survival +4
Tools Thieves' Tools +2
Feats Armor Proficiencies (light), Weapon Proficiencies (firearms, scimitar, simple weapons), Well-Rounded
Weaknesses Dependent, Secret Identity
Senses passive Perception 14, passive Insight 14
Languages English, Farsi, Spanish
Allegiances Destroy Supernatural Evil

Shake-Down. You know where evil sleeps. You have a network of informants on both sides of the law which you can use to find criminals or their doings. These contacts can offer other information as well if persuaded. You're also familiar with dealers who can get you gear helpful in fighting crime.

The Crimson Blade (mystic wielding). You have mystic wielding which grants you enhanced combat abilities to battle evil. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Charisma is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

When you are without the Crimson Blade, you cannot use these powers.

Dependent (Event Modifier 10%). You must care for and protect your son. Unfortunately, he doesn't always help you with this task. He should be a normal part of most stories, as he is a major part of your life.

Those investigating you (e.g.: police, villains, reporters) can also learn of your Dependent, though the Secret Identity vulnerability can help.

Secret Identity (Event Modifier 10%). You lead a double life because you're just trying to protect your friends and family.

If you take any heroic action in your everyday identity you must make a Charisma (Deception) check with opposed by the Wisdom (Insight) of check of any witnesses (including your foes). You can spend a Hero Point to automatically succeed.

Any witness that doesn't know you in your everyday identity has disadvantage on its check. If they succeed, they now know what your heroic identity looks like under the mask.

Any witness who does know you is now privy to your secret, for good or ill.

Fighting Style Dueling. When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second Wind. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 1. Once you use this feature, you must finish a short or long rest before you can use it again.


Crimson Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Finesse, light.

Slashing Blast. Ranged Power Attack: +6 to hit, range 40/120 ft., one target. Hit: 8 (1d8 + 4) slashing damage. A soft item such as a fabric or glass hit by this power is ripped or shattered.

Throwing knives. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Finesse, light, thrown.

Unarmed strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning damage.


Lifestyle. Comfortable
Cash. $800
Gear. Costume, mask, leather armor, shield, Crimson Blade, throwing knives x2, smartphone, ear-clip

  • Utility belt: flare canister, glass cutter, penlight, zip-tie handcuffs x500, lock release gun, multipurpose tool, thieves' tools, swingline, flare rod x5
  • Duffle bag: binoculars, charger, mini-grappling hook, nylon rope (150 ft.), walkie-talkie x2

Vehicles. Motorcycle
Home. Spacious highrise apartment: roof access, casual wardrobe (with a lot of dark clothing), city map, Doctor Calamity's helmet (a trophy from a villain you took down), desktop computer, footlocker.

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