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Zragar Bhalthalo ybn Darmilcar-Malchus Yhl-Maccal

Butcher of the Sea.

Art- Bob Khel

Kabudyan Qyzh'vizar yhl Bahrbazm Zragar Bhalthalo ybn Darmilcar-Malchus Yhl-Maccal (a.k.a. Butcher of the Sea)

Zragar Yhl-Maccal is a Duryadi Kabudyan Zhervizar and military general famed for his victories against the Fiergish navy during the Thrakiot war in the Duryadh Dynasty, who became an exemplar of conduct for both the Duryadi and Fiergish. Despite the fact that he had no prior naval training, Kabudyan Zhervizar Zragar was never defeated at sea nor lost a single ship under his command to enemy action, and military historians have placed him on par with Admiral Narkul Cralthud as one of the greatest naval commanders in history. His title of Neavol Meagear di wer fogah okarthelic, literally means "Naval Commander of the Three Provinces".   Over the course of his career, Admiral Zragar has fought in at least 23 recorded naval engagements, all against the Fiongians. In most of these battles, he was outnumbered and lacked necessary supplies. His most famous victory occurred at the Battle of Z'ar Rilark , where despite being outnumbered 300 warships against his 140, he managed to disable or destroy 51 of the 300 Fiongians warships without losing a single ship of his own.   Although his successes were often ignored by the Duryad royal court during his early militaty career, after his victory in Thule various honors were bestowed upon him, including the title of Ithdifidavuraryte; Duke of Loyalty and Warfare, an enrollment as a First-class military order of merit during the reign of Haleema. Over time, Admiral Zragar became a national hero in Duryad, and remains so today.

Physical Description

General Physical Condition

A terminally ill man, Zragar puts on a strict facade to hide his fragility from the world; his appearance, tailored and without creases, reflect his need to maintain his strength before his comrades.

Identifying Characteristics

weathered horn in forehead

Special abilities

He is highly skilled in hand-to-hand combat and swordsmanship, utilizing his background in mixed martial arts to his advantage in combat against the Magowanese.

Mental characteristics

Gender Identity

identifies as male

Accomplishments & Achievements

Remembering the boy he captured in the Thrakiot channel, Zragar decides to adopt Morthos, sympathizing with his loss of family. Over the course of military training, Zragar and Morthos bond. His inquisitiveness in regards to the durish philosophy and training to become a navy offical are frequent subjects discussed. When he asks if he can become a captain, Zragar tells him "someday".   One of Zragar's greatest accomplishments was inventing the dragon turtle ship (Draconic: Darastrixtestudi driik). With his creative mind and the support of his subordinates, Zragar was able to devise the Dragonturtle ship, or Turtle Ship.

Failures & Embarrassments

In 4 AC, Morthos enters the Duryadi Military Academy. Zragar personally oversaw his training. Though he exceled in all areas of the Academy, Zragar refuses to allow him a chance to become a Navy Decanus.

Mental Trauma

Zragar is haunted by the death of his youngest son Calugar and wife, Darina. The illness and subsequent death of his right-hand-man, Narkul Maccal, leaves him burdened with the responsibility of protecting the empire from all outside threats and makes him responsible for Morthos. Though he believes he can command a ship as well as anyone, his fear that his desire for adventure will lead hm into trouble, prevents him from allowing him to command. Their relationship is built on mutual respect and understanding for one another. Exept for his son eldest Roghar, and his adoptive son Morthos, he is the sole survivor of the Maccal Clan.

Morality & Philosophy

His demeanor as a soldier and former Dzhassary allows him to empathize with the responsibility of those under his command, but leaves little room for insubordination and ego. Zragar is almost unshakeably loyal to his crew, and expects that loyalty in return. Travis Beacham describes Zragar as " a man who hunts down his enemies, like a shark hunting its prey " with regrets in regards to the lives led by the people around him. Understanding that none of them can merely forget their duty to the world, he refrains from filling his comrades heads with wishes and fantasies of a better life. Zragar sees himself as the "fixed point" that keeps the entire The Duryad Imperial Royal Navy focused on the goal of defeating the Fiergish threat. Zragar commands great respect amongst his soldiers as shown by their reactions to him choosing to lead the charge himself and his rousing speech before The Battle of Z'ar Rilark .

Personality Characteristics

Virtues & Personality perks

Zragar's mental and emotional control allows him to comand with others without problems, as he takes nothing into the battle with him. He is highly skilled in hand-to-hand combat, utilizing his background in mixed martial arts to his advantage in combat against the Magowanese. Zragar, on account of being a former Laegionary and stationed in a different parts of the empire, he is able to understand and speak different languages.

Representation & Legacy

Some of the stories of his pirate hunting expeditions claimed that he had hunted down and killed thousands of pirates mercilessly. He became successful and famous, also infamous and notorious, earning the nickname the Butcher of the Sea.

Social

Family Ties

loves his son Rhogar, and his adopted child Morthos equally

Religious Views

devout follower of Bahamut

Relationships

Darina Goldor Maccal

spouse

Towards Zragar Bhalthalo ybn Darmilcar-Malchus Yhl-Maccal


Zragar Bhalthalo ybn Darmilcar-Malchus Yhl-Maccal

spouse

Towards Darina Goldor Maccal


Alignment
Lawful Good
Current Location
Currently Boarded Vehicle
Species
Ethnicity
Honorary & Occupational Titles
Lord of Loyal Valour, Ithdifidavuraryte; Duke of Loyalty and Warfare, an enrollment as a First-class military order of merit during the reign of Haleema Neavol Meagear di wer fogah okarthelic, literally means "Naval Commander of the Three Provinces". high sealord
Professions
Currently Held Titles
Year of Birth
31 AC 63 Years old
Spouses
Siblings
Current Residence
Pronouns
He,Him,His
Sex
Male
Gender
Man
Presentation
Masculine
Eyes
silver gray
Skin Tone/Pigmentation
Blue scales
Height
6 ft
Weight
250 lbs
Quotes & Catchphrases
"Today, today… at the edge of our hope, at the end of our time, we've chosen not only to believe in ourselves but in each other. Today, there’s not a man nor woman in here that shall stand alone. Not today. Today we face the men that are at our door and bring the fight to them! Today, we end this war!"- Maccal   "Why don't I want to be doing it?" "Well, my good sir...Because the JKD Favor, pride of the Royal Navy, is floating just offshore, waiting for you." ―Zragar Maccal threatening Bhaltair Guaire   "No, no, no. No need to fear me, boy. No one on this vessel will harm you, but there are plenty who would. Rest asured, child, none among my crew would ever dare. Any such offenders will be haunted by nightmares of this voyage for the rest of their lives.. hahahahaha" ―Admiral Zragar to Morthos Creed
Owned Vehicles
Aligned Organization
Other Affiliations
Known Languages
Zragar, on account of being a former Dzhassary and stationed in different provinces around the empire, he is able to understand and speak different languages.
Ruled Locations

Kabudyan Zhervizar Zragar Baltoghlu Maccal

15 Level (0/195000 XP for level-up) Marine Background Dratuga Race / Species / Heritage LG/LN Alignment
Paladin
Level 15
Hit Dice: 15/15
1d10+4 Class 1

STR
21
+5
DEX
12
+1
CON
18
+4
INT
14
+2
WIS
16
+3
CHA
18
+4
135
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+5
Prof. Bonus
30, 30 swiming
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
CHA Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+5 Strength
+1 Dexterity
+4 Constitution
+2 Intelligence
+8 Wisdom
+9 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+10 Athletics STR
+4 Deception CHA
+7 History INT
+3 Insight WIS
+9 Intimidation CHA
+2 Investigation INT
+10 Navigator's tools STR
+10 Vehicles (Water) STR
+10 Cartographer's tools. STR
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+4 Performance CHA
+9 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glainve +12 STR 1d10+5 Slashing
 Heavy, Reach, Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

AMPHIBIOUS



You can breathe air and water

DARKVISION



You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

NATURAL SWIMMER



Your swimming speed is equal to your walking speed.

NATURAL ARMOUR



Your have tough armoured shell provides ample protection. When you aren't wearing armor, your AC is 15 + Dexterity modifier (max 2). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

BY FIN OR SAIL



You seem to have an innate ability to traverse and navigate the high seas and deep ocean deapts. You have proficiency with Navigator's tools and Vehicles (Water). If you are proficient with Navigator's tools, due to your class or background, you instead gain proficiency in Cartographer's tools. Additionaly, you have advantage on ability checks gainst being grappled or restrained, you also ignore penalties on movement or attacks while underwater.

STEAM BREATH WEAPON



You can use your action to exhale scalding steam in 15ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. The damage increases to 7d6 at 6th level, 10d6 at 11th level, and 13d6 at 16th level. After you use your breath weapon, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.

Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 400 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Living cauldron



You have resistance to fire damage.

Lay on Hands


Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style



  • Great Weapon Fighting.



When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting


Divine Smite


Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health


By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath: Oath of Leadership



Channel Divinity


When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Captain’s Command.

As a bonus action, you can
use your Channel Divinity to call out to one creature you can see within 60 feet of you. If it can hear you, the creature can use its reaction to take the Attack (one weapon attack only), Dash, Dodge, or Use an Object action. The number of creatures you can call out to when
you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.
Together We Triumph

. When you succeed on a saving throw against an effect that targets at least one other creature within 30 feet of you, you can use your reaction to use your Channel Divinity to choose a number of creatures up to your Charisma modifier (minimum of 1 creature) that you can see within 30 feet of you. If a chosen creature can see or hear you, it automatically succeeds its the saving throw against the
triggering effect. You can choose to use this Channel Divinity after all the saving throws are rolled, but before the outcomes are determined

Harness Divine Power (Optional)


Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection


Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Aura of Morale


Starting at 7th level, you radiate an aura of confidence that inspires those who follow you. When you score a critical hit or reduce a creature to 0 hit points, you can choose any number of creatures other than yourself within 10 feet of you. If a chosen creature can see or hear you, it gains temporary hit points equal to your Charisma modifier (minimum of 1 hit point), which last for
1 minute. While a creature has these hit points, it has advantage on attack rolls and ability checks. At 18th level, the range of this aura increases to 30 feet.

Aura of Courage


Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite


By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch


Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aegis of Trust


Starting at 15th level, those who follow you are protected by their
trust in you. While a creature has temporary hit points granted by you, it has resistance to all damage.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Spellcasting


By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells


The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability


Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC

= 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier


= your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.
Spellcasting
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: Navigator's tools and Vehicles (Water).
Languages: Common, Aquan, Dzha'zari and Draconic

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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