Mekrastos Veyr
Mekrastos Veyr
Sheet
AC 18 · HP 68 · 20 ft. while wearing chain mail, 30 ft. unarmoredSaving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
You can draw on a limited well of stamina to protect yourself. As a bonus action, regain hit points equal to 1d10 + 7. Once used, you must finish a short or long rest before using it again.
- Battle Master ManeuversLevel 3
You can use a bonus action to command a friendly creature that can see or hear you to use its reaction to make one weapon attack. If it does, add the superiority die to the attack's damage roll. You can also expend a superiority die when you make a weapon attack to attempt to disarm a target, frighten it, improve your accuracy, or punish a missed melee attack, according to your known maneuvers.
Reaction
- Riposte
When When a creature misses you with a melee attack.
When a creature misses you with a melee attack, use your reaction and expend one superiority die to make one melee weapon attack against it, adding the die to the damage if you hit.
Always on
- Disarming Attack
When When you hit with a weapon attack.
Expend one superiority die to add the result to the attack's damage and force the target to make a Strength saving throw or drop one held object.
- Precision Attack
When When you make a weapon attack roll.
Expend one superiority die and add it to the attack roll after rolling but before knowing whether it hits.
- Menacing Attack
When When you hit with a weapon attack.
Expend one superiority die to add the result to the damage and force the target to make a Wisdom saving throw or become frightened until the end of your next turn.
- Action SurgeLevel 2
You can take one additional action on your turn. Once used, you must finish a short or long rest before using it again. Beginning at 17th level, you can use it twice before resting.
- Battle MasterLevel 3
You gain proficiency with artisan's tools of your choice, and you can choose a fighting style. You also gain four superiority dice, which are d8s, and learn three maneuvers. You regain all expended superiority dice when you finish a short or long rest. Your saving throw DC for maneuvers equals 8 + your proficiency bonus + your Strength or Dexterity modifier.
- Fighting StyleLevel 3
You adopt the Archery fighting style, gaining a +2 bonus to attack rolls you make with ranged weapons.
- Combat SuperiorityLevel 3
When you use a weapon attack to hit a creature, you can expend one superiority die to use a maneuver. Known maneuvers: Menacing Attack, Precision Attack, and Riposte.
- Action Surge ImprovementLevel 2
You gain one additional use of Action Surge at 17th level only. This feature is included in the base fighter progression but does not grant an additional use at 7th level.
- Ability Score ImprovementLevel 4
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1, or choose a feat. Mekrastos increased Dexterity by 2 at 4th level and Constitution by 2 at 6th level.
- Know Your EnemyLevel 7
You have studied the history and habits of your enemies. By spending 1 minute observing or interacting with a creature outside combat, you can learn whether it is superior, equal, or inferior to you regarding two of the following: Strength score, Dexterity score, Constitution score, AC, current hit points, total class levels if any, or fighter class levels if any.
- Student of WarLevel 7
You can add your superiority die to an ability check made with a skill or tool you are proficient with, if you are not already using a superiority die for another purpose.
- IndomitableLevel 9
You can reroll a failed saving throw. If you do so, you must use the new roll. Once used, you must finish a long rest before using it again. You gain an additional use at 13th level and another at 17th level.
- Ability Score IncreaseHuman+1 to all six ability scores
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century
- AlignmentHumanHumans tend toward no particular alignment
- SizeHumanMedium
- SpeedHuman30 feet, reduced to 20 feet while wearing chain mail because of Strength 8
- LanguagesHumanCommon and one extra language of choice
- Position of PrivilegeNoble
You are welcome in high society, and people assume you have the right to be wherever you are. Common folk make every effort to accommodate you, while other nobles recognize your lineage and may offer audience, shelter, or social access. You can secure an audience with a local noble if necessary.
Gear
10 itemsWeapons
- LongswordA martial one-handed blade with a broad, slightly curved edge, used with the shield.
- Light crossbowA light crossbow with a simple wooden stock.
Armor
- Chain mailHeavy armor consisting of interlocking metal rings worn over padded clothing. Because Mekrastos has Strength 8, his speed is reduced by 10 feet while wearing it.
- ShieldA shield bearing a subdued version of the Veyr family seal.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packIncludes a backpack, a bedroll, a mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Fine clothesFine, tailored clothing suitable for court appearances and formal negotiations.
- Signet ringA signet ring engraved with the Veyr family crest.
- Scroll of pedigreeA scroll recording Mekrastos's lineage and hereditary claims.
Purse
- 25×Gold piecesCoin carried for bribes, travel, and discreet purchases.
Appearance
A lean, sharp-featured human with olive-brown skin, close-cropped black hair, and a narrow scar running from the left temple to the jaw. His gray-green eyes are watchful and cold, and his posture remains rigidly formal even in mud or battle. He wears well-maintained chain mail beneath a dark blue surcoat marked with a discreet silver clasp bearing his family seal.
Mannerisms
Mekrastos adjusts his gloves before making a threat, addresses servants by their full names, and pauses for one deliberate breath before giving an order. He rarely raises his voice. When angry, he becomes more courteous.
Personality
I am unfailingly polite, even when arranging someone's downfall. I remember names, debts, slights, and useful weaknesses with equal precision. I prefer winning through preparation and social pressure, but I enjoy the moment when an opponent realizes that every escape route has already been closed.
Ideals
Control. Order is not morality, but it is better than chaos, and those capable of imposing order deserve to rule.
Bonds
My family name must outlive every rival house, and I will restore its fortunes even if I have to ruin the people who bear it.
Flaws
I believe nearly everyone has a price, and I become contemptuous when someone refuses to reveal theirs. I also cannot leave an insult unanswered, especially when witnesses are present.
Quirks
Background
Mekrastos Veyr was born into a minor human house whose estates sat between three more powerful domains. His family survived by remembering every debt, flattering every rival, and ensuring that no servant or tenant ever mistook kindness for weakness. From childhood, Mekrastos was trained in heraldry, rhetoric, riding, and the practical use of violence. He learned the sword not because his family expected him to become a soldier, but because a noble who could not personally enforce a threat was merely a petitioner with better clothes. When a succession dispute fractured his household, Mekrastos chose the winning side before the other factions understood there was a contest. He commanded a small retinue during the resulting purge, gaining a reputation for precise orders and deliberate cruelty. The victory left his family politically secure but morally compromised, which Mekrastos considers an acceptable exchange. He now travels as an adventurer to acquire military experience, hidden leverage, and favors that can be converted into lasting influence. He does not seek glory. He seeks the kind of power that makes resistance seem unreasonable before a blade is ever drawn.
“His family survived by remembering every debt, flattering every rival, and ensuring that no servant or tenant ever mistook kindness for weakness.”
- Background
- Noble
Connections
Species
Human
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