Sond of the Tickleberry Clan
D&D: Ghosts of Saltmarsh | |
---|---|
GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Statistics
Race: Stout Halfling
Class(es): Wolf Totem Barbarian 9
Attributes | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+4 | +4 | +3 | -1 | -1 | -1 | |||||||||||
STR | 18 | DEX | 18 | CON | 16 | INT | 8 | WIS | 8 | CHA | 8 | |||||
+8 | +4 | +7 | -1 | -1 | -1 | |||||||||||
Saves |
Proficiency Bonus (PB) |
Initiative | AC | Max HP | Current HP | Speed | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
+4 | +4 | 17 | 95 | 95 | 35' | ||||||
By Tier | Dex | 10+Dex+Con | Level 1: 12 Over Level 1: (7+Con)/Level |
Base speed |
Skills
✓ | Skill | Total | = | Prof. + | Attribute |
---|---|---|---|---|---|
Acrobatics (Dex) | +4 | = | +4 | ||
✓ | Animal Handling (Wis) | +3 | = | +4 | -1 |
Arcana (Int) | -1 | = | -1 | ||
✓ | Athletics (Str) | +8 | = | +4 | +4 |
Deception (Cha) | -1 | = | -1 | ||
History (Int) | -1 | = | -1 | ||
Insight (Wis) | -1 | = | -1 | ||
Intimidation (Cha) | -1 | = | -1 | ||
Investigation (Int) | -1 | = | -1 | ||
Medicine (Wis) | -1 | = | -1 | ||
✓ | Nature (Int) | +3 | = | +4 | -1 |
✓ | Perception (Wis) | +3 | = | +4 | -1 |
Performance (Cha) | -1 | = | -1 | ||
Persuasion (Cha) | -1 | = | -1 | ||
Religion (Int) | -1 | = | -1 | ||
Sleight of Hand (Dex) | +4 | = | +4 | ||
Stealth (Dex) | +4 | = | +4 | ||
✓ | Survival (Wis) | +3 | = | +4 | -1 |
Class Features
- Rage
- Bonus Action
- Advantage on Strength checks and Strength saving throws
- Gain +2 to damage (+3 at 9th, +4 at 16th)
- Resistance to bludgeoning, piercing, slashing damage
- 2x at 1st, 3x at 3rd, 4x at 6th, 5x at 12th, 6x at 17th
- Unarmed Defense
- While not wearing armor, AC is 10 + Dex + Con
- Reckless Attack
- Gain advantage to attack rolls using Strength, but attack rolls against me have advantage until next turn
- Primal Knowledge
- When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
- Danger Sense
- Advantage on Dex saves against effects you can see such as traps and spells
- Cannot be blinded, deafened, or incapacitated
- Totem Spirit: Wolf
- While raging, friends have advnntage on melee attack rolls against creatures within 5' that are hostile to me
- Fast Movement
- Increase speed by 10 feet while not wearing heavy armor
- Aspects of the Beast: Eagle
- Gain eyesight of eagle, see up to 1 mile away without difficulty
- Discern details up to 100 feet away
- Dim light doesn't impose disadvantage to Wisdom (Perception)
- Feral Instinct
- Advantage on initiative checks
- Can act normally on first turn, but must enter range
- Instinctive Pounce
- As part of the bonus action you take to enter your rage, you can move up to half your speed.
- Brutal Critical
- Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- This increases to two additional dice at 13th level and three additional dice at 17th level.
Feats
Magic Initiate (Druid)
- Casting Attribute: Wisdom
- Cantrips: Guidance, Druidcraft
- 1st Level Spell: Absorb Elements
Armor and Weapons
Armor: Light armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Weapon | Skill | To Hit | Damage | Reach | Attributes |
Unarmed Strike | Simple Melee Weapon | +4 | 4 B (7 if raging) |
5' | |
+1 Halfling Greatsword (+1 Longsword) |
Martial Melee Weapon | +9 | 1d8+5 S (1h) 1d10+5 S (2h) (+3 if raging) |
5' | Versatile (1d10) |
Javelin | Simple Melee Weapon | +8 | 1d6+4 P | 5' | Thrown (range 30/120) |
Handaxe | Simple Melee Weapon | +8 | 1d6+4 S | 5' | Thrown (range 20/60) |
Background: Tickleberry Nomad
Feature: At Home in the Wild
The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.
Personality Trait
- Having walked among giants, I am fearless in the face of bigger creatures
Ideals
- One must expand their horizons by seeing the world and exploring
Bonds
- The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them.
Flaws
- I have absolutely no patience for slowpokes and those who prove indecisive
Blade the Mastiff
Blade serves as Sond's mount.
Blade's gear:
- Bit and bridle
- Saddle, Military
- Saddlebags
- Studded Leather Armor Barding (AC 12+Dex)
Gear and Equipment
- 1,250 gp
- Greater Healing Potions: 5 (500)
- Healing Potions: 7 (250)
- Spyglass (-1,000)