Integra Hellsing (JJBA Supplement)
Sir Integra Fairbrook Wingates Hellsing[edit]
Medium humanoid (Human), neutral good Armor Class 12
Saving Throws Int +6, Wis +4, Cha +6 Spirit Points. Integra has 8 Spirit Points which she can expend. All spirit points are regained at the end of a long rest. Brainstorm. When Integra is targeted by an effect in which she must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, she may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success. ACTIONSMultiattack. Integra makes two attacks with her sabre or pistol. Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage. One Liner. Integra either loses one condition or gains advantage on her next attack before the beginning of her next turn. This can be used as a bonus action for 1 spirit point. Inspiring Leader. Integra gifts a creature that can see or hear her that has a spirit point maximum of 1 or more any amount of spirit points, losing an equal amount of spirit points. Intimidating Presence (3 Spirit Points). Any creatures of Integra's choice within a number of feet equal to 10 times your Charisma modifier. Any creatures within range that are aware of you must succeed a DC 14 Charisma saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Integra's use of this feature for the next 24 hours. Hellsing Commander (5 Spirit Points). Any creatures of Integra's choice that can see or hear her can immediately take a turn.
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In her youth, Integra was raised by her father, Arthur Hellsing, after her mother's death. Born into a life of sheltered, affluent education, she slowly learned of her family's grim duty, to hide and eliminate the various supernatural threats to protect all of humanity without their knowledge, and to but heads over righteousness with Iscariot. At the age of 12, beside her father's deathbed, she was entrusted with the duty of leading this "Hellsing Organization", a decision her uncle Richard Hellsing did not take kindly to. Chasing her throughout the Hellsing Organization's headquarters with a posse of armed guards loyal to him alone, Integra eventually found herself in the basement, the storage site for the organization's most dangerous weapons. Awakening their greatest weapon, she ordered the deaths of her uncle's squad, and for her new weapon to hold his arm steady so she could finish the job herself. Knighted, fearless, terrifying, and commanding more power than most country leaders within a year, she commanded her family's butler, the king of vampires, and eventually his protégé, as well as an entire task force, against numerous threats ranging from vampires to nazi werewolves. Despite physically being a human, she has shown herself to be able to compete with vampires, and even stop attacks from regenerators. |
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