Velimir was born in the noble family of Iltazymov, in the city of Ravnica. Velimir grew up with nominal education but always found the greatest joy in combat. The sheer thrill, the adrenaline, the glory! Of the glory, this is what he lived for! He was taught a motto by his old entructor that he lives with every day "Live with honor. Die with glory." Throughout his life, Velimir was considered a very popular and handsome man, many women would often swoon for him. Despite this, while he found many of them attractive, they never kept his eye for very long. Eventually he had enough of his city, it had become boring with how peaceful it had become and no one ever gave him a challenge anymore. He had already fought everyone he saw worthy of dueling with him and had a craving for adventure. Deciding this was the best course of action, he joined a band of heroes and mercenaries, The Outlanders of the East.
Attacks Warhammer.melee, +4 to hit, 1d8 + 2 damage Actions Action Surge Take an extra action (use once/rest). Grappler Restrain a creature you are grappling. Bonus Actions Second Wind Regain 1d10 + 2 HPs (use once/rest). Features, Traits, and Feats Grappler Feat Advantage on attacks against creature you grapple; can use an action to pin the creature. Great Weapon Fighting Style 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. Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Radiant Consumption To unleash the devine energy with in yourself, you can use your action from the starting of 3rd level it causes searing light to radiate from you and also pour out of your mouth (Including teeth) and your eyes and threaten to char you. Your transformation lasts either for 1 minute or up to you end it as a bonus action. At the ending time of your each and evey turn you and each creature which is with in 10 ft of you would take same radiant damage which is equal to the half your level (rounded up). But during it you shed a bright light within a 10ft radius and also the dim light for an additional 10ft. you can deal extra radiant damage for one target whenever you deal damage to it with the attack or a spell but it happens once for each and every of your turns. Finally the extra damage will be equal to your level. You will not allowed to use this again once you have finished this trait usage but you need to finish a long rest to use it again. Tempestuous Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.