Overview
Born to common origins, Ser Gerrack earned his place through discipline and resolve rather than lineage. His service with Great House Belmont—renowned for the finest military in the Commonwealth—saw him selected for the Rebukers Legion, an elite force trained to confront magical and supernatural threats. His consistent excellence earned him the honorific Ser, a rare distinction for one of his birth.
Gerrack’s legend began at Stoneveil Watch, a remote watchtower near the town of Alver, in the forested foothills of the Eld Mountains. Sent to investigate reports of grimlocks, his squad was assured the danger had passed. In truth, intellect devourers had already infiltrated the outpost, replacing officers and soldiers alike. When Gerrack uncovered the deception, violence erupted. He slew his possessed commander, seized a sending stone, and warned Belmont before the watch fell into chaos.
Rebuker reinforcements arrived too late. All were dead but Gerrack, found unconscious among grimlocks and intellect devourers. Rumors spread quickly. To nobles he became the Revenant of Stoneveil Watch; to soldiers, simply the Revenant.
After months of scrutiny for illithid influence, Gerrack was declared clean. Now physically healed but quietly changed, he has been seconded by House Belmont to the Vermin Directorate, where his survival at Stoneveil Watch has made him uniquely suited for what comes next.
Ser Gerrack
None
Skills
Saving Throws
Details
Type: HumanoidSpecies: Human
Background: Guard
Proficiencies
Armor: Light, Medium, Shields, HeavyWeapons: Simple, Martial
Tools: —
Features & Traits
Champion
A Master of All Arms and Armor
Fighters all share an unparalleled prowess with weapons and armor, and are well acquainted with death, both meting it out and defying it.
Primary Ability: Strength or Dexterity
Hit Point Die: D10
Saves: Strength & Constitution
Class Features
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (&Reference[ath]{Athletics}) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 7: Additional Fighting Style
You gain another Fighting Style feat of your choice.
Level 10: Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Level 15: Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Level 18: Survivor
You attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Resourceful
Versatile
Second Wind
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Action Surge
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Tactical Mind
Extra Attack
Tactical Shift
Tactical Master
Indomitable
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Two Extra Attacks
Improved Critical
Remarkable Athlete
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Heroic Warrior
Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Defense
While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Inventory
| Item | Qty |
|---|---|
| Unarmed Strike | 1 |
| Chain Mail | 1 |
| Javelin | 8 |
| Spear | 1 |
| Crossbow, Light | 1 |
| Flail | 1 |
| Greatsword | 1 |
| Backpack | 1 |
| Quiver | 1 |
| Dice | 1 |
| Manacles | 1 |
| Hooded Lantern | 1 |
| Bolts | 200 |
| Traveler's Clothes | 1 |
| Oil | 2 |
| Rations | 10 |
| Rope | 1 |
| Tinderbox | 1 |
| Torch | 10 |
| Waterskin | 1 |
| Caltrops | 20 |
| Crowbar | 1 |
Spellbook
| Spell Name | Level | Components |
|---|---|---|
| No spells | - | - |
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms: