Horin Deepwave
Horin Deepwave
Sheet
AC 18 · HP 12 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresReaction
- Wrath of the StormLevel 1
When A creature within 5 feet hits Horin with an attack.
Horin can use his reaction when a creature within 5 feet hits him with an attack, forcing a Dexterity save. The creature takes 2d8 lightning or thunder damage on a failed save, or half as much on a successful one. Usable once per short or long rest.
Always on
- SpellcastingLevel 1
Horin is a spellcaster. Wisdom is his spellcasting ability. He can use a holy symbol as a spellcasting focus and can prepare a number of cleric spells equal to his Wisdom modifier plus his cleric level.
- Divine DomainLevel 1
Horin chooses the Tempest Domain. He gains domain spells as he advances and gains the domain features listed below.
- Bonus ProficienciesLevel 1
Horin gains proficiency with martial weapons and heavy armor.
- DarkvisionHill DwarfHorin can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light in shades of gray.
- Dwarven ResilienceHill DwarfHorin has advantage on saving throws against poison and resistance to poison damage.
- Dwarven Combat TrainingHill DwarfHorin is proficient with the battleaxe, handaxe, light hammer, and warhammer.
- Tool ProficiencyHill DwarfHorin is proficient with smith's tools.
- StonecunningHill DwarfWhenever Horin makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check.
- Dwarven ToughnessHill DwarfHorin's hit point maximum increases by 1, and it increases by 1 every time he gains a level.
- Ship's PassageSailor
Horin can secure free passage on a sailing ship for himself and his companions, in exchange for service or payment at the crew's discretion. He is also familiar with shipboard life, maritime customs, and the practical demands of travel by sea.
Spells
7 spellsSpellcasting. Horin Deepwave casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- WarhammerA martial weapon suitable for shipboard combat.
- Light crossbowA simple ranged weapon with twenty pieces of ammunition.
Armor
- Chain mailHeavy armor with AC 16. Speed is not reduced because Horin is a dwarf.
- ShieldA shield bearing a simple silver wave and thunderbolt emblem. Grants +2 AC.
Tools
- Navigator's toolsA practical maritime kit for charting courses and reading currents.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Holy symbolUsed to channel divine magic.
- Common clothesClothing worn aboard ship, including sturdy boots and a salt-stained coat.
Purse
- 10×Gold piecesA small pouch of coin.
Appearance
Horin is a broad, weather-darkened hill dwarf with a thick russet beard threaded with pale copper, usually braided with small lengths of blue cord. His nose and cheeks are reddened by wind and salt, and his hands are heavily callused from rope, oars, and armor straps. He speaks in a low, breathy voice that carries a faint hiss on certain consonants. When calm, his jaw works slowly as though he is chewing over every word, but when rattled, his breath catches and his speech comes out in quick, sibilant bursts. He has square, uneven teeth, several worn smooth from years of biting cord and hardtack, and he laughs with his whole jaw open, startlingly loud for such a measured speaker.
Mannerisms
Horin pauses to listen whenever he hears distant thunder, even indoors. He tests the air with his tongue before setting a course, taps the rim of his shield three times before prayer, and silently counts his breaths when angry. When telling a story, he rocks subtly as though standing on a deck.
Personality
Horin is patient, practical, and quietly warm, with the steady focus of a navigator watching a dangerous horizon. He treats seasickness, panic, and wounded pride with the same calm competence. He enjoys dry humor, dislikes unnecessary shouting, and becomes unexpectedly animated when discussing currents, weather, or the proper way to secure a line. His faith is sincere but not solemn. He argues with the storm gods like an old sailor arguing with a difficult captain.
Ideals
Freedom. No ruler, temple, clan, or captain owns the sea, and no soul should be chained to a life chosen by someone else. The storm may be wild, but it is honest.
Bonds
The ship that first carried him to sea, the Salt-Blessed, is still missing after vanishing beyond the Shattered Shoals. Horin intends to find her crew, recover her bell, or learn the truth of their fate.
Flaws
Horin mistakes stubbornness for reliability. He will remain at a doomed post long after retreat becomes sensible, especially if someone has trusted him to hold it. He is also quietly contemptuous of landlocked people who speak confidently about the sea, and he has a bad habit of promising help before asking whether the situation is survivable.
Quirks
Background
Horin Deepwave was born beneath a hill where his clan mined iron and carved cisterns into the stone. He was expected to become a smith, but the sound of distant water fascinated him more than the ring of hammer on anvil. When a merchant vessel sought a dwarf capable of repairing its anchors and fittings, Horin signed aboard for one voyage. He returned years later with salt in his beard, a navigator's eye, and an unsettling conviction that the sea was not chaos, but a vast and temperamental scripture. During a winter crossing, a storm shattered the mast and swept half the crew overboard. Horin survived by clinging to a broken spar while praying to every power he knew. In the hours before dawn, thunder answered him with a presence that felt less like a voice and more like a hand closing around his heart. He came ashore changed, then sought out a temple of the storm gods and entered their service. Now he sails as navigator, medic, and spiritual protector, carrying a shield scarred by spray and a holy symbol that he keeps wrapped in sailcloth. He believes every storm has a lesson, though he admits that some lessons are delivered with unnecessary enthusiasm.
“He was expected to become a smith, but the sound of distant water fascinated him more than the ring of hammer on anvil.”
- Background
- Sailor
Connections
Species
Hill Dwarf
Media
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