Sheshan Vark
Sheshan Vark
Sheet
AC 14 · HP 246 · 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
36 featuresBonus action
- Enter Rage
When Bonus action
As a bonus action, enter a rage, gaining resistance to most weapon damage, advantage on Strength checks and saving throws, and +4 damage on Strength-based melee attacks.
- Great Weapon Mastery
When Melee weapon hit or critical hit
When he reduces a creature to 0 hit points with a melee weapon attack or scores a critical hit, he can make one additional melee weapon attack as a bonus action. He can also take a -5 penalty to an attack roll for +10 damage on a hit.
- Bear's Threat
When Bonus action while raging
As a bonus action, attempt to frighten one creature within 30 feet that can see or hear him. The target makes a DC 14 Wisdom saving throw.
- RageLevel 1
As a bonus action, enter a rage for up to 1 minute. While raging, gain advantage on Strength checks and Strength saving throws, a +4 damage bonus on Strength-based melee attacks, and resistance to bludgeoning, piercing, and slashing damage. He can rage 6 times per long rest.
- Spirit SeekerLevel 10
He can use his bonus action to frighten a creature within 30 feet that can see or hear him. The target must succeed on a Wisdom saving throw against DC 14 or be frightened of him until the end of his next turn.
- Totemic AttunementLevel 14
Totemic Attunement, Eagle: While raging, he can use a bonus action to gain a flying speed equal to his current walking speed until the end of his turn. He falls if he ends his turn in the air.
Always on
- Polearm Interdiction
When A creature enters his reach, or he attacks with a glaive
Make a glaive attack against a creature that enters his reach, or use the haft to make a bonus-action attack after attacking with the glaive.
- Hold the Line
When A creature is hit by his melee attack or provokes an opportunity attack
When he hits a creature with a melee weapon attack, its speed becomes 0 for the rest of the turn. Creatures that provoke opportunity attacks from him have disadvantage on those attacks.
- Unarmored DefenseLevel 1
While not wearing armor, his AC equals 10 + his Dexterity modifier + his Constitution modifier. He can still use a shield and retain this benefit.
- Reckless AttackLevel 2
He can attack recklessly on his first attack each turn, gaining advantage on Strength-based melee weapon attacks during that turn, while attacks against him have advantage until his next turn.
- Danger SenseLevel 2
He has advantage on Dexterity saving throws against effects he can see, such as traps and spells.
- Primal PathLevel 3
He follows the Path of the Totem Warrior and gains totem spirit features.
- Totem SpiritLevel 3
Totem Spirit, Wolf: While raging, his allies have advantage on melee attack rolls against hostile creatures within 5 feet of him.
- Ability Score ImprovementLevel 4
Increase one ability score by 2. He increased Strength from 16 to 18.
- Extra AttackLevel 5
He can attack twice, instead of once, whenever he takes the Attack action.
- Fast MovementLevel 5
His speed increases by 10 feet while he is not wearing heavy armor.
- Aspect of the BeastLevel 6
Totem Spirit, Bear: While raging, he has resistance to all damage except psychic damage.
- Totem SpiritLevel 6
He gains the capacity of the bear to carry, push, drag, and lift. His carrying capacity, including maximum load and maximum lift, doubles.
- Ability Score ImprovementLevel 8
Increase one ability score by 2. He increased Constitution from 16 to 18.
- Feral InstinctLevel 7
He has advantage on initiative rolls. If surprised at the start of combat, he can act normally on his first turn if he enters a rage before doing anything else.
- Brutal CriticalLevel 9
Once per turn when he scores a critical hit with a melee weapon attack, he rolls two additional weapon damage dice.
- Ability Score ImprovementLevel 12
Increase one ability score by 2. He selected the Great Weapon Master feat.
- Relentless RageLevel 11
When he drops to 0 hit points while raging and does not die outright, he can make a DC 10 Constitution saving throw to drop to 1 hit point instead. The DC increases by 5 each time he uses this feature until he finishes a short or long rest.
- Persistent RageLevel 15
He can maintain his rage indefinitely while unconscious, provided he is not incapacitated by a spell or similar effect.
- Indomitable MightLevel 18
He can use his Strength score in place of the result of any Strength check. If the total of a Strength check is less than his Strength score, he can use the score instead.
- Ability Score ImprovementLevel 16
Increase one ability score by 2. He selected the Polearm Master feat.
- Primal ChampionLevel 20
Increase his Strength and Constitution scores by 4 each, to a maximum of 24.
- Ability Score ImprovementLevel 19
Increase one ability score by 2. He selected the Sentinel feat.
- Ability Score IncreaseHumanIncrease all six ability scores by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- Versatile and ambitiousHumanHuman culture can produce soldiers, scholars, traders, and tyrants in equal measure.
- Military RankSoldier
He retains the rank and habits of a former professional soldier. Other soldiers, veterans, and military institutions recognize the signs of his training, and he can often secure temporary shelter, food, or limited assistance from sympathetic members of armed forces.
Gear
8 itemsWeapons
- GlaiveA long-handled military glaive with a chipped blade and a leather-wrapped haft.
- HandaxeA plain handaxe balanced for throwing or close combat.
- HandaxeA second handaxe, stolen from a dead border patrol.
Gear
- Explorer's packA weather-stained explorer's pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Insignia of rankA battered military insignia with its original emblem cut away.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, deliberately chosen to be unpleasant to handle.
- Common clothesA set of common clothes worn beneath his travel leathers.
Purse
- Belt pouch with 10 gpA belt pouch containing the modest remains of his military pay.
Appearance
A weathered human man of medium height with a powerful, thickly muscled frame. His very short, dirty blonde hair is clipped close to the scalp in the style of his former army. His nose bends sharply to one side from a poorly healed fracture, and his face is marked by a permanent downward twist of the mouth, broken capillaries, old knife scars, and a perpetual expression of contempt. His pale skin is roughened by years of field service, wind, and poor sleep. He wears battered military leathers beneath a dark, patched cloak, with the insignia of his former nation carefully cut from the shoulder. His hands are callused and scarred, and his eyes remain watchful even when he appears drunk or exhausted.
Mannerisms
He inspects doors, windows, and rooftops whenever he enters a room. He stands with his hands clasped behind his back when angry, as if waiting for an officer to address him. He speaks to strangers in clipped military commands and often spits to the side after hearing a foreign accent.
Personality
Suspicious, abrasive, and grimly practical. Sheshan assumes every kindness conceals a demand and every unfamiliar custom is a test of dominance. He is frighteningly observant about military procedure, camp security, and physical weakness. Beneath the hatred is a man who is terrified that his one act of mercy was an accident he will never be able to repeat.
Ideals
Order. A society survives only when everyone knows who commands and who obeys. He secretly suspects that this belief is the chain his homeland left around his neck.
Bonds
He carries the broken sword buckle of the officer he killed, both as proof of his desertion and as a reminder that one order can make a monster of anyone.
Flaws
He is reflexively sexist, xenophobic, and racist, treating nearly every unfamiliar person as inferior or dangerous. He mistakes cruelty for honesty, cannot apologize without making the insult worse, and becomes most vicious when someone shows him compassion. He also has a soldier's terror of disobeying a clear order, even while insisting that he fears no authority.
Quirks
Background
Sheshan Vark was born in the eastern nation of Qorash, where every male citizen was conscripted into the army and obedience was treated as the only reliable virtue. His family taught him that women belonged in the home, foreigners belonged beneath suspicion, and everyone outside his own ethnic province was a potential traitor. The army did not create his hatred, but it sharpened it, rewarded it, and gave it a uniform. Sheshan became a brutal line soldier, valued less for discipline than for the ferocity with which he broke enemy formations. His crooked nose came from an officer who struck him with a sword pommel after Sheshan refused to stop beating a captured scout. His desertion began with an order to burn a remote village suspected of aiding rebels. Sheshan obeyed until he saw conscripted boys among the prisoners, some younger than he had been when he first enlisted. He killed the officer who gave the order, released the prisoners, and fled into the mountains. Qorash declared him a deserter and sentenced him to death in absentia. Since then, Sheshan has crossed borders under false names, selling his strength as a caravan guard, pit fighter, and mercenary. His rage is not noble rebellion. It is the old machinery of war still turning inside him, and he fears that without an enemy to hate, he will have to decide what kind of man he is.
“The army did not create his hatred, but it sharpened it, rewarded it, and gave it a uniform.”
- Background
- Soldier
Connections
Species
Human
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