Haytham Belen
Haytham Belen
Sheet
AC 12 · HP 32 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- RageLevel 1
Haytham can enter a Rage as a Bonus Action a number of times equal to his Proficiency Bonus per Long Rest. While raging, he gains resistance to Bludgeoning, Piercing, and Slashing damage, advantage on Strength checks and Strength saving throws, and extra damage on Strength-based attacks. His Rage lasts up to 10 minutes, ending early if he stops attacking or taking damage unless he ends it voluntarily.
Always on
- Tavern Thunder
When Bonus Action, when he needs overwhelming force or protection
Haytham draws on his explosive temper to enter a Rage, gaining resistance to common weapon damage and increased Strength-based attack damage.
- Provoking Swing
When When a dangerous foe must focus on him
Haytham makes a reckless Strength-based attack with Advantage, accepting that enemies gain Advantage against him until his next turn.
- Frenzied Finish
When When a Reckless Attack hits while raging
After using Reckless Attack, Haytham turns a successful heavy strike into a brutal burst of momentum, dealing an additional 1d6 damage while raging.
- Table-Turner
When During conversation, negotiation, or the moment before a fight
Haytham uses a few warm words, a pointed compliment, or an outrageous insult to shift the mood of a room before violence begins.
- Unarmored DefenseLevel 1
While not wearing armor, Haytham's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a Shield and still gain this benefit.
- Weapon MasteryLevel 1
Haytham has mastered the Greataxe and Handaxe, allowing him to use their Weapon Mastery properties. Greataxe attacks can cleave into another nearby target after dropping a creature, and Handaxe attacks can draw on their Nick property to make an additional attack as part of the Attack action under the normal mastery conditions.
- Danger SenseLevel 2
Haytham has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He does not gain this benefit while Blinded, Deafened, or Incapacitated.
- Reckless AttackLevel 2
At the start of his turn, Haytham can gain Advantage on Strength-based attack rolls for that turn. Attack rolls against him have Advantage until the start of his next turn.
- Primal KnowledgeLevel 3
Haytham can use his Strength modifier instead of another ability modifier for certain Barbarian skill checks, especially those relying on force, intimidation, or physical presence. He also gains proficiency in one additional skill from the Barbarian skill list, Intimidation.
- Path of the Berserker: FrenzyLevel 3
While raging, if Haytham uses Reckless Attack and hits with a Strength-based attack on the same turn, the attack deals an extra 1d6 damage. This extra damage increases as he gains Barbarian levels.
- ResourcefulHumanAfter finishing a Long Rest, Haytham gains Heroic Inspiration.
- SkillfulHumanHaytham gains proficiency in one additional skill, Intimidation.
- VersatileHumanHaytham gains an additional Origin feat of his choice, Tavern Brawler.
- Human DeterminationHumanTavern Brawler lets him reroll damage dice showing 1 when attacking with improvised weapons, and increases his ability to use improvised weapons in close-quarters brawls.
- By Popular DemandEntertainer
Haytham can always find a place to perform in an inn or tavern. In exchange for performing, he can secure modest food and lodging for himself and his companions, provided he performs each day.
Gear
7 itemsWeapons
- GreataxeA massive two-handed axe with a broad, well-balanced head, maintained obsessively despite its rough working appearance.
- 4×HandaxeLight throwing axes kept in a crossed leather loop beneath his vest.
Tools
- DrumA small wooden frame drum painted with the faded emblem of the Copper Kettle.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, rations, waterskin, rope, and other travel necessities.
- Entertainer's CostumeA worn but serviceable traveling costume used for tavern performances and comic storytelling.
- Copper Serving TokenA copper serving token from the tavern where Haytham was raised.
Purse
- 15×Gold PiecesMoney saved from performances, odd jobs, and discreetly settled bets.
Appearance
Haytham is a broad-shouldered human with a powerful, barrel-chested build shaped by years of hauling kegs, splitting firewood, and wrestling unruly patrons out of doorways. His sun-browned skin is marked by a lattice of tiny pale freckles across his nose and forearms, while his thick dark hair curls softly around his ears and is usually tied back with a faded green cord. His hands are the most immediately noticeable thing about him, large, callused, and permanently roughened across the palms from tavern work and axe practice. He dresses in a sleeveless russet wool vest over a loose cream shirt, sturdy trousers, and well-maintained boots. A copper serving token hangs at his throat on a leather cord.
Mannerisms
Haytham leans slightly toward people when they speak, as though every conversation is a confidence. He punctuates stories by tapping a rhythm against his thigh, smiles wider when someone insults him, and rolls his shoulders once before entering a fight, like a barkeep preparing to lift a keg.
Personality
Haytham is warm, observant, and socially fearless. He remembers people's drinks, preferred seats, and favorite stories after meeting them once. He enjoys genuine conversation and asks disarming questions with an easy smile, but he also loves the theatrical moment before a fight, when a well-placed remark can make an arrogant opponent lose control. Beneath his confidence is a deeply practical kindness. He notices who has not eaten, who is sitting alone, and who is pretending not to be afraid.
Ideals
Hospitality. A person who enters your house hungry, frightened, or outnumbered is under your protection. A warm meal and a listening ear can be more powerful than a sword.
Bonds
The Copper Kettle is his true home, and Haytham will cross half the world to defend its owners, staff, and regulars. He carries its copper serving token as proof that no matter where he goes, someone is waiting for him to come back.
Flaws
Haytham cannot resist turning a tense situation into a performance, even when silence would be wiser. He is quick to provoke bullies and slower to admit when his own pride made a problem worse. He also has a deep fear of being valued only when he is useful, so he sometimes makes himself indispensable instead of allowing others to care for him.
Quirks
Background
Haytham grew up behind the serving hatch of the Copper Kettle, a crowded roadside tavern where his mother poured ale and his foster father kept order with a mop handle and a patient stare. He learned early that every table had its own language. Merchants wanted clever questions, soldiers wanted an audience, lonely travelers wanted to be remembered, and bullies wanted someone to flinch. Haytham became good at giving people exactly enough attention to feel important, then good enough at reading a room to know when a joke would end a quarrel or start one. His strength came from work before it came from battle. He carried barrels before he could read, split kindling through winter, and hauled unconscious patrons upstairs while still young enough to be mistaken for a serving boy. When a gang began demanding protection money from the Copper Kettle, Haytham tried charm first, offering them free meals, flattering their leader, and arranging a drinking contest designed to make them leave laughing. When that failed, he provoked their champion into a public challenge and put him through a table with a single furious blow. The gang never returned, but Haytham discovered that rage, carefully aimed, could protect people as surely as a locked door. Now he travels to learn what lies beyond the tavern road, collecting stories, favors, and the occasional enemy who mistakes his smile for softness.
“He learned early that every table had its own language.”
- Background
- Entertainer
Connections
Species
Human
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