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Rystar Sergei Zarkada's page

1 post. Alias of Tyrn Jade.


About Rystar Sergei Zarkada

Name: Rystar Sergei Zarkada
Race: Human (Talranian)
Class: Battle Master 9
Background: Soldier
Alignment: Lawful Evil
Experience:

Initiative: +0
Speed: 30ft
HP: 113
AC: 20
Proficiency Bonus: +4
Languages: Common, Varesian, Rhaelis, and Orc.

* = saving throw proficiency
STR 20
DEX 10
CON 20
INT 17
WIS 8
CHA 8

Attack Actions * indicates the amount of additional magazines
+3q Glavmolot (maul): ATK: +12 DMG: 2d6+8

Proficiencies (* indicates the proficiency bonus applies again)

Skills: Athletics, Arcana, History, Intimidation, and Religion.

Tools: Blacksmith's tools and Religion Kit.

Class Features
Fighting Style (Great Weapon Fighting): When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind: You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable: Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Combat Superiority: Superiority Dice: 5d8. Maneuvers Known: 5. DC: 17.

Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Commander's Strike: When you take the Attack action on your turn, you can forgo one o f your attacks and use a bonus action to direct one o f your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Student of War: proficiency with blacksmith's tools.

Know Your Enemy: Starting at 7th level, if you spend at least 1 minute
observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)

Spells DC: Spell ATK:
0th:
1st:
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:

Feats
Charger: When you use your action to Dash, you can use a bonus action to make one melee w eapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Great Weapon Master: You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Sentinel: You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet o f you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Racial Traits

Equipment
Inventory

Weapons and Shields
+3q Glavmolot: Sergei's famous maul. It has taken on a reputation of its own. Certain people that see it wielded in battle must make a Wisdom save DC 13 or be frightened. Frightened creatures can make another save as an action. It's also considered a siege weapon, so it does double damage to objects.

Worn Equipment
HEAD:
NECK:
TORSO: +2q Plate Armor AC 20.
BACK:
WAIST:
LEGS:
FEET:
WRIST:
HANDS:
RING(R)
RING(L):

Copper: Silver: Gold: 300 Platinum:

Factions

Assets

Revenue:

Aesthetics
Physical Description

Personality

Backstory