Ezrus Iles
Ezrus Iles
Sheet
AC 18 · HP 164 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Lay Down the LawLevel 3
Bonus Action: Expend 1 Risk Die to grant an ally within 60 feet Temp HP equal to the roll. Reaction: If that ally is hit before your next turn, make a ranged attack against the attacker.
- Deft ManeuverLevel 18
Gain an additional Bonus Action each turn specifically to use a maneuver.
Always on
- Fighting StyleLevel 1
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. This feat applies to firearms.
- Quick DrawLevel 1
Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property when you would normally draw or stow one.
- Weapon MasteryLevel 1
You can use the mastery properties of four kinds of Simple or Martial Ranged weapons (Slow, Vex, Pushing, Sap).
- Critical ShotLevel 2
Your attack rolls with Ranged weapons score a Critical Hit on a roll of 17 to 20.
- RiskLevel 2
You have 6 Risk Dice (d12). You regain them on a Short or Long Rest. Your maneuver DC is 20.
- Steely-Eyed AuraLevel 3
30-foot Emanation. You and allies have Advantage on saves vs Frightened.
- Gut ShotLevel 5
On Critical Hit: Large or smaller target has speed halved and Disadvantage on attacks for 1 minute or until they use an attack to dislodge the projectile.
- Reach for the SkiesLevel 6
On Critical Hit: Target must pass a DC 20 Wis save or be Stunned and Frightened for 1 minute (ends if damaged).
- EvasionLevel 7
No damage on successful Dex save, half damage on fail.
- Long Arm of the LawLevel 10
Once per turn when hitting Large or smaller creature, it cannot move next turn unless it Disengages.
- OverkillLevel 11
Add DEX (+6) to firearm damage rolls. Additionally, deal an extra 1d8 damage of the weapon's type on hit.
- Cheat DeathLevel 13
When reduced to 0 HP, drop to 1 HP instead and regain 20 HP. Recharges on Short or Long Rest.
- Gold Star HeroLevel 14
Aura range 30ft. Lay Down the Law grants Resistance to Bludgeoning, Piercing, Slashing damage. Surrender causes Stunned.
- Dire GambitLevel 15
Regain one Risk Die when rolling Initiative or scoring a Critical Hit.
- Epic Boon of Irresistible OffenseLevel 19
Your damage ignores Resistance. On a Critical Hit, you can deal extra damage of the weapon type equal to your DEX modifier.
- HeadshotLevel 20
On Critical Hit: Target dies if below 100 HP. Otherwise, extra 10d10 damage. Recharge on Short/Long rest or by expending 3 Risk Dice.
- TraitHumanResourceful (Gain Heroic Inspiration after finishing a Long Rest)
- TraitHumanSkillful (Proficient in Persuasion)
- Versatile (Origin FeatHumanAlert)
- Savage AttackerSoldier
Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either total.
Gear
5 itemsArmor
- Studded Leather ArmorReinforced dark leather suited for Zahra-Nur city streets.
Tools
- Black LedgerUsed to track logistics and syndicate shipments.
Gear
- Masterwork Revolver2d8 Piercing damage. Father's old service weapon.
- White Cowboy HatA symbol of his commitment to the code of the White Hat.
- Duster CoatA long leather coat from his days as a guard captain.
Appearance
Ezrus stands at six feet with a lean, muscular frame and movements of clinical precision. His short, dark hair is streaked with silver at the temples, matching his thick mustache. His sharp green eyes seem to analyze everything within his thirty foot aura, noting vulnerabilities and threats with a single glance. He wears a reinforced dark duster over simple trousers and a loose shirt, topped always by his signature white hat. A notable crook in his nose from an old precinct brawl serves as his only physical imperfection.
Mannerisms
He has a rhythmic way of tapping his pen against his ledger that mirrors the timing of a firing drill. He maintains perfect posture even when sitting in the most comfortable chairs.
Personality
He is a man of rigid order and quiet authority, preferring the stroke of a pen or a calm word to the roar of a revolver. He treats everyone as a citizen under a specific jurisdiction, whether that is the city guard or the Shroud Syndicate. He is stoic, rarely raising his voice, and holds himself to a code of conduct that he expects all others to mirror or suffer the consequences.
Ideals
Order. Without a code to guide the hand, the world collapses into the desert sand.
Bonds
The white hat and my father's revolver represent the oath I took as a guard, one I will never truly break.
Flaws
My commitment to the law makes me inflexible. I cannot easily work with those who value personal freedom over structured hierarchy.
Quirks
Background
Ezrus Iles spent his youth in Zahra-Nur, a city of black sandstone and harsh desert winds. He followed in his father's footsteps, becoming a captain of the city guard and a true White Hat who believed the law was the only thing standing between civilization and the waste. However, the discovery of massive corruption within the guard led to his mentor's death and his own forced departure. Ezrus realized the formal system was broken beyond repair and that true justice required a hand outside the bureaucracy. When Ripley of the Shroud Syndicate offered him the role of Logistics Master, he saw it as a way to maintain the city's heartbeat through a different set of rules. He does not see himself as a criminal, but as the only man in Zahra-Nur still enforcing a code worth following. He keeps the peace in the shadows now, using his revolver and his ledger to ensure that the innocent are protected and the chaotic are subdued. His white hat remains a beacon of his refusal to fully descend into the darkness he manages.
“However, the discovery of massive corruption within the guard led to his mentor's death and his own forced departure.”
- Background
- Soldier
Connections
Species
Human
Media
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