Venrik Hexkata
Venrik Hexkata
Sheet
AC 19 · HP 197 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
30 featuresBonus action
- Commander's Strike
When After taking the Attack action
As a bonus action, Venrik commands an ally who can hear him to use its reaction to make one weapon attack, adding his superiority die to the attack's damage if it hits.
- Bait and Switch
When As a bonus action
As a bonus action, Venrik can expend a superiority die to reposition himself or a willing creature within 5 feet, adding the die to the target's AC until the start of his next turn.
- Second WindLevel 1
Venrik can use a bonus action to regain 1d10 + 15 hit points. He must finish a short or long rest before using this feature again.
Reaction
- Feat: SentinelLevel 14
Venrik gains the Sentinel feat. When he hits a creature with an opportunity attack, its speed becomes 0 for the rest of the turn. He can make opportunity attacks even when creatures Disengage, and he can make a reaction attack against a creature within reach that attacks a target other than him.
Always on
- Disarming Attack
When After hitting with a weapon attack
When Venrik hits with a weapon attack, he can expend a superiority die to force the target to drop one held object if it fails a Strength saving throw.
- Menacing Attack
When After hitting with a weapon attack
When Venrik hits with a weapon attack, he can expend a superiority die to frighten the target if it fails a Wisdom saving throw.
- Precision Attack
When Before or after making a weapon attack roll
Venrik can expend a superiority die to add it to a weapon attack roll, allowing him to turn a near miss into a hit.
- Riposte
When When a creature misses with a melee attack
When a creature misses Venrik with a melee attack, he can use his reaction and expend a superiority die to make a melee weapon attack against it.
- Trip Attack
When After hitting with a weapon attack
When Venrik hits with a weapon attack, he can expend a superiority die to knock the target prone if it fails a Strength saving throw.
- Tactical Assessment
When When making an Investigation, History, or Sleight of Hand check
Venrik can expend a superiority die when making an Investigation, History, or Sleight of Hand check, adding the die to the check.
- Fighting Style: DefenseLevel 1
Venrik chose the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.
- Action SurgeLevel 2
Venrik can take one additional action on his turn. He must finish a short or long rest before using this feature again.
- Extra AttackLevel 5
Venrik can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Extra Attack (2)Level 11
Venrik can attack three times whenever he takes the Attack action on his turn.
- Indomitable (3 Uses)Level 13
Venrik can reroll a failed saving throw. He can use this feature three times between long rests.
- Battle MasterLevel 3
Venrik selected the Battle Master archetype. His superiority save DC is 18. He has five d10 superiority dice, regained on a short or long rest, and knows eight maneuvers: Commander's Strike, Disarming Attack, Menacing Attack, Precision Attack, Riposte, Trip Attack, Bait and Switch, and Tactical Assessment.
- Combat SuperiorityLevel 3
Venrik gains superiority dice and can expend one to fuel a maneuver. A superiority die adds 1d10 to the maneuver's effect, as specified by that maneuver.
- Student of WarLevel 3
Venrik gains proficiency with smith's tools. He also learns one language, Giant, through his martial training and northern religious tradition.
- Ability Score ImprovementLevel 4
Venrik increases his Strength by 2, raising it from 16 to 18.
- Ability Score ImprovementLevel 6
Venrik increases his Strength by 2, raising it from 18 to 20.
- Ability Score ImprovementLevel 8
Venrik increases his Constitution by 2, raising it from 20 to 22.
- Ability Score ImprovementLevel 12
Venrik increases his Constitution by 2, raising it from 22 to 24.
- Know Your EnemyLevel 7
Venrik can add half his proficiency bonus, rounded down, to any Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma check that does not already include his proficiency bonus.
- RelentlessLevel 15
When Venrik rolls initiative and has no superiority dice remaining, he regains one superiority die.
- Ability Score IncreaseHumanEach ability score increases by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one extra language.
- VersatileHumanHumans adapt readily to different cultures and traditions.
- Shelter of the FaithfulAcolyte
Venrik receives shelter and basic support from temples, shrines, and other religious communities of his faith. Fellow devotees recognize the jaw cult's authority and will provide aid when doing so does not directly endanger themselves.
Gear
12 itemsWeapons
- LongswordA heavy northern blade used in both ritual and battle
- Light crossbowA compact ranged weapon with a case of bolts
Armor
- Chain mailHeavy black leather armor reinforced with iron plates, worn over a dark wool tunic
- ShieldA broad iron-rimmed shield painted black with a blood-red jaw symbol
Gear
- 20×BoltsStandard ammunition for the light crossbow
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Holy symbol of the JawA jawbone carved from blackened iron and wrapped in red cord
- Prayer bookA collection of northern prayers and ritual judgments
- 5×Incense sticksFragrant offerings used during rites
- VestmentsCeremonial clothing worn during sacrifices and legal pronouncements
- Common clothesA spare set of common clothing
Purse
- Pouch of gold piecesSmall coins and ritual expenses
Appearance
Venrik is a broad, powerfully built human man with a severe, weathered face and long black hair bound with iron rings. He wears black leather armor reinforced with dark metal plates, each edge stained a muted blood-red. A heavy jawbone fetish hangs at his throat, and his shield bears a stylized crimson mouth. Within a minute of meeting him, people notice his posture first. He stands perfectly still while waiting, placing his weight on the balls of his feet as if prepared to spring. His voice is low and carefully measured, but when anger breaks through, his breathing becomes loud and animal-like, and his words arrive in clipped bursts. His hands are usually occupied with counting prayer beads, sharpening a weapon, or tracing the outline of his jawbone charm.
Mannerisms
Venrik speaks as if delivering a formal verdict, rarely raising his voice. He presses his tongue against his teeth before making an important decision, taps the iron jaw at his throat when invoking his god, and turns his entire body toward whoever is speaking instead of merely looking at them. When rattled, his breathing becomes a rough growl and he begins reciting the names of the cult's ancient judges under his breath.
Personality
Venrik is controlled, observant, and grimly charismatic. He treats every conversation as a negotiation of rank and every promise as a binding legal instrument. He is patient with fear, respectful toward discipline, and openly contemptuous of people who mistake kindness for goodness. Despite his cruelty, he is never needlessly chaotic. He prefers intimidation, procedure, and inevitability over uncontrolled violence.
Ideals
Order. The world is a starving beast. Only strict law, enforced hierarchy, and the submission of the weak can keep it from devouring itself.
Bonds
The ruined shrine of his northern clan must be rebuilt over the buried gate where Venrik believes the Jaw Below sleeps. He will sacrifice wealth, reputation, and companions to recover the lost Iron Molar, the cult's holiest relic.
Flaws
Venrik confuses obedience with virtue and assumes that anyone who resists authority is secretly plotting betrayal. He is incapable of leaving an insult unanswered, especially if it concerns his faith. He also believes that mercy shown publicly is weakness, even when private compassion would serve him better.
Quirks
Background
Venrik was born among a hard northern clan that believed the jaw was the first weapon and the final judgment. Their priests taught that every oath was sealed by the teeth, every lie weakened the speaker, and every fallen enemy fed the strength of the ancient Jaw Below, a predatory power said to grind mountains into dust. As a boy, Venrik served in the shrine, carrying sacrificial bowls, memorizing liturgies, and listening to elders settle disputes with the calm certainty of executioners. He learned early that law was not meant to protect the weak. It was meant to give the strong a shape that others could not escape. When raiders destroyed his settlement, Venrik did not flee with the survivors. He remained in the burned shrine and found the cult's sacred iron jaw buried beneath the altar. He interpreted its discovery as a command. Taking up sword and shield, he became both missionary and enforcer, traveling south to spread the cult's doctrine through oaths, intimidation, and carefully chosen acts of violence. His years as an acolyte taught him ritual, hierarchy, and the power of public faith. His years as a fighter taught him that conviction is most persuasive when backed by disciplined steel. Venrik now seeks ancient relics, influential converts, and anyone whose defeat might prove that the Jaw Below still hungers.
“He learned early that law was not meant to protect the weak.”
- Background
- Acolyte
Connections
Species
Human
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