Brask Vezsár
Brask Vezsár
Sheet
AC 18 · HP 164 · 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
38 featuresAction
- Extra AttackLevel 5
You can attack three times whenever you take the Attack action on your turn.
- Extra Attack ImprovementLevel 20
You can attack four times whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
When Bonus action
As a bonus action, recover 1d10 + 20 hit points. Once per short or long rest.
- Know Your EnemyLevel 7
You can use a bonus action to dash, disengage, or hide.
- Ability Score Improvement, Polearm MasterLevel 14
You gain the Polearm Master feat. When you take the Attack action with a glaive, halberd, quarterstaff, or spear, you can make a bonus action attack with its opposite end. You can also make an opportunity attack when a creature enters your reach.
- Ability Score Improvement, Great Weapon MasterLevel 19
You gain the Great Weapon Master feat. When you score a critical hit or reduce a creature to 0 hit points, you can make one melee weapon attack as a bonus action. Before making a heavy weapon attack, you can take a -5 penalty to the attack roll for +10 damage if it hits.
Reaction
- Sentinel Strike
When A nearby creature attacks an ally
When a creature within your reach attacks a target other than you, use your reaction to make a melee weapon attack against it.
- Riposte
When A creature misses you with a melee attack
When a creature misses you with a melee attack, use your reaction and spend one superiority die to make a melee attack, adding the die to its damage.
- Ability Score Improvement, SentinelLevel 16
You gain the Sentinel feat. A creature hit by your opportunity attack has speed 0 for the rest of the turn, provoking opportunity attacks from creatures within your reach no longer allows them to Disengage, and you can use your reaction to attack a creature within reach that attacks a target other than you.
Always on
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn. Usable twice per short or long rest, only once per turn.
- Polearm Interception
When A creature enters reach
When a creature enters your glaive's reach, make an opportunity attack against it.
- Overwhelming Blow
When Before a heavy weapon attack
Before a heavy weapon attack, accept a -5 attack penalty for +10 damage on a hit.
- Menacing Attack
When When you hit with a weapon attack
Spend one superiority die to add it to an attack's damage and force the target to make a Strength saving throw or be frightened until the end of your next turn.
- Precision Attack
When When you miss with a weapon attack
Spend one superiority die to add it to an attack roll after rolling but before learning whether it hits.
- Trip Attack
When When you hit with a weapon attack
Spend one superiority die to add it to an attack's damage and force a Large or smaller target to make a Strength saving throw or fall prone.
- Goading Attack
When When you hit with a weapon attack
Spend one superiority die to add it to an attack's damage and force the target to make a Wisdom saving throw or have disadvantage attacking anyone except you until your next turn.
- Disarming Attack
When When you hit with a weapon attack
Spend one superiority die to add it to an attack's damage and force the target to drop one held object on a failed Strength saving throw.
- Maneuvering Attack
When When you hit with a weapon attack
Spend one superiority die to add it to an attack's damage and move an ally up to half its speed without provoking opportunity attacks.
- Pushing Attack
When When you hit with a weapon attack
Spend one superiority die to add it to an attack's damage and push the target up to 15 feet on a failed Strength saving throw.
- Bait and Switch
When When an adjacent creature moves into your space or you use a maneuver to reposition
When a creature misses you with a melee attack, spend one superiority die to add the die to your AC against that attack, potentially causing it to miss.
- Fighting StyleLevel 1
You adopt the Great Weapon Fighting style. When you roll a 1 or 2 on a damage die for an attack made with a two-handed or versatile melee weapon, you can reroll the die and must use the new roll.
- Battle MasterLevel 3
You gain proficiency with one type of artisan's tools, calligrapher's supplies, and learn three Battle Master maneuvers. You gain four superiority dice, which are d8s, and regain expended dice after a short or long rest. You also gain proficiency with calligrapher's supplies.
- Student of WarLevel 3
You gain proficiency with calligrapher's supplies and learn how to assess the military capabilities of an organization, including its fighting style, level of training, and likely tactics, after observing it for at least one minute.
- Improved Combat SuperiorityLevel 10
Your superiority dice become d10s. You learn two additional Battle Master maneuvers and gain one additional superiority die.
- RelentlessLevel 15
You learn two additional Battle Master maneuvers.
- RelentlessLevel 15
When you have no superiority dice remaining, you regain one superiority die when you roll initiative.
- IndomitableLevel 20
You can reroll a saving throw that you fail. You must use the new roll, and you cannot use this feature again until you finish a long rest. You can use it three times between long rests.
- Ability Score ImprovementLevel 4
You increase your Strength by 2, to a maximum of 20.
- Ability Score ImprovementLevel 6
You increase your Strength by 2, to a maximum of 20.
- Ability Score ImprovementLevel 8
You increase your Strength by 1 and your Constitution by 1.
- Ability Score ImprovementLevel 12
You increase your Constitution by 2.
- Battle Master ManeuversLevel 3
You learn the Menacing Attack, Precision Attack, Riposte, Trip Attack, Goading Attack, Disarming Attack, Maneuvering Attack, Pushing Attack, and Bait and Switch maneuvers. Your superiority dice are d10s, and you have five superiority dice.
- TraitTieflingDarkvision, 60 feet.
- TraitTieflingHellish Resistance, resistance to fire damage.
- TraitTieflingInfernal Legacy, you know the thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast darkness once per long rest. Charisma is your spellcasting ability for these spells.
- TraitTieflingAbility score increase, +2 Charisma and +1 Intelligence.
- TraitTieflingInfernal blood, lavender skin, horns, tail, and red eyes are common signs of his tiefling heritage.
- Military RankSoldier
He can find the common language, customs, and authority structures of military organizations, and can secure basic lodging or assistance from soldiers who recognize his service.
Spells
3 spellsSpellcasting. Brask Vezsár casts with Charisma (spell save DC 8, to hit with spell attacks).
Cantrips (at will):
2nd level: ,
Gear
9 itemsWeapons
- GlaiveA heavy glaive with a hooked blade, balanced for controlling a wide area of the battlefield.
- Longbow and arrowsA longbow with a reinforced grip and a quiver of twenty arrows.
Armor
- Plate armorA finely maintained full suit of plate armor, decorated with understated red and white military trim.
Gear
- Explorer's packA soldier's pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Insignia of rankA small military insignia from his former regiment.
- Bone diceA worn set of bone dice used to judge whether a plan is too dangerous.
- Trophy from a fallen enemyA scrap of cloth taken from an enemy standard, kept as a reminder that every victory has a cost.
- 2×Common clothesTwo sets of common clothes, including the white waistcoat he refuses to discard.
Purse
- Belt pouchA belt pouch containing 10 gp.
Appearance
A lavender-skinned tiefling with swept-back purple hair, matching purple eyebrows, curved black horns, and vivid red eyes. He wears a white waistcoat beneath a sharply cut red jacket, blue and green trousers, a broad leather belt, and long black boots. A dense geometric tattoo winds from the fingers of his right hand to his shoulder, resembling interlocking battlefield maps and horse tack. His long tail is dark at the tip and expressive, often curling around a chair leg when he is thinking.
Mannerisms
Brask adjusts his white waistcoat before entering a fight, taps the butt of his glaive twice against the ground before issuing an order, and gives a crisp salute to frightened civilians. When angry, he becomes extremely polite.
Personality
Brask is dryly humorous, observant, and unexpectedly gentle with people who are afraid. He treats combat as a language of positioning and pressure rather than rage. He enjoys polished clothes, strong coffee, military riddles, and correcting aristocrats who confuse ceremony with courage.
Ideals
No one is expendable. A commander earns obedience by sharing danger, not by demanding sacrifice from a safe distance.
Bonds
The bridge tattoo bears the names of the soldiers he saved. He will risk almost anything to protect those people and their families, even if they have forgotten him.
Flaws
He cannot resist correcting bad battlefield plans, even when the person giving the orders is technically in charge. He also keeps score of every slight, disguising grudges as professional evaluations.
Quirks
Background
Brask Vezsár was born in a border garrison where tiefling families were tolerated only when they were useful. His lavender skin and red eyes made him a curiosity to visiting officers, but his stubborn endurance made him valuable to the drillmasters. He learned to fight with a glaive from the baggage train guards, who taught him that a long weapon was not merely for killing. It was for controlling distance, protecting the frightened, and deciding who was allowed to approach. His white waistcoat began as a joke among the regiment, a piece of formal wear worn beneath battered armor. Brask kept it after his first victory, repairing it after every battle. During a disastrous retreat, Brask disobeyed orders and held a bridge long enough for an entire company of conscripts to escape. The officer who ordered the retreat later claimed the feat as his own, while the soldiers gave Brask a tattoo marking the bridge, the river, and the names of those who survived. Brask eventually left the army when he discovered that the campaign had been engineered to enrich a handful of commanders. Now he travels as a disciplined but irreverent sellsword, seeking wars worth fighting and exposing commanders who treat ordinary soldiers as disposable pieces. He still salutes old comrades, but never salutes a uniform without first looking the wearer in the eye.
“His lavender skin and red eyes made him a curiosity to visiting officers, but his stubborn endurance made him valuable to the drillmasters.”
- Background
- Soldier
Connections
Species
Tiefling
Media
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