Thumper
Thumper
Sheet
AC 18 · HP 37 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- MedicineWIS
- PersuasionCHA
- ReligionINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Lay on HandsLevel 1
You have a pool of healing power that replenishes when you take a long rest. You can restore a total number of hit points equal to 20, and you can spend that pool to heal creatures as an action.
- Nature's WrathLevel 3
As an action, you can cause spectral vines to hinder a creature you can see within 10 feet, restraining it on a failed Strength save. The target can repeat the save at the end of each of its turns.
- Turn the FaithlessLevel 3
As an action, you can present your holy symbol and force fey and fiends within 30 feet that can see or hear you to turn if they fail a Wisdom saving throw.
Always on
- Divine SenseLevel 1
You can sense the presence of celestials, fiends, and undead within 60 feet of you, and you can detect and locate consecrated or desecrated places and objects. You can use this feature a number of times equal to 1 + your Charisma modifier, and you regain all uses when you finish a long rest.
- Paladin Spellcasting and ProficienciesLevel 1
You gain proficiency with heavy armor, and you are trained to use shields and martial weapons as part of your sacred calling.
- Divine SmiteLevel 2
You gain the ability to channel radiant power through your weapon attacks. Once per turn when you hit a creature with a melee weapon attack, you can expend a spell slot to deal extra radiant damage, with more damage for higher-level spell slots.
- Sacred Oath: Oath of the AncientsLevel 3
You adopt the Sacred Oath of the Ancients, swearing to preserve the light of the natural world and the joy of life. You gain oath spells, Nature's Wrath, and Turn the Faithless.
- Oath SpellsLevel 3
You always have certain spells prepared based on your oath, and they do not count against the number of spells you can prepare. At this level, these are Ensnaring Strike and Speak with Animals.
- Divine HealthLevel 3
You have been magically blessed with resilience to disease.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feature, which you used to increase your already formidable strength and presence through rigorous training.
- TraitHalf-OrcDarkvision, 60 ft.
- TraitHalf-OrcMenacing, proficiency in Intimidation
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, drop to 1 hit point instead once per long rest
- TraitHalf-OrcSavage Attacks, when you score a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time
- Rustic HospitalityFolk Hero
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Spells
8 spellsSpellcasting. Thumper casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (3 slots): , , , , , , ,
Gear
8 itemsWeapons
- LongswordA martial weapon of choice, chosen here as a longsword.
- 5×JavelinFive javelins for ranged combat and battlefield utility.
Armor
- Chain MailA suit of chain mail inherited through temple service and kept in practical repair.
- ShieldA plain but sturdy shield bearing a painted harvest emblem.
Tools
- Smith's ToolsA set of artisan's tools from the village smithy, used to keep farm implements in working order.
- Land VehicleA land vehicle from humble rural life, such as a wagon or cart.
Gear
- Explorer's PackAn explorer's pack containing supplies for travel and hardship.
- Keepsake from HomeA token of the village, worn as a reminder of home.
Appearance
A broad-shouldered half-orc with weather-darkened green-gray skin, a broken left tusk, and keen amber eyes. He wears dented chain mail polished only where prayer oils have touched it, a well-used shield marked with a simple harvest sigil, and a travel-stained cloak over practical boots. His hands are scarred from field labor and battlefield work alike, and he carries himself like a man who would rather stand between danger and the helpless than be praised for it.
Mannerisms
He scratches the side of his tusk when thinking, speaks softly until anger or urgency sharpens his voice, and habitually positions himself between others and the nearest door, road, or threat. When relaxed, he unconsciously checks knots, buckles, and fences to see what might fail first.
Personality
Steady, practical, and dryly funny, Thumper prefers useful actions over dramatic speeches. He is patient with common laborers, suspicious of bullies, and almost incapable of walking past a problem that could be solved with sweat, steel, or stubbornness.
Ideals
Duty. People deserve safety before they deserve sermons, and every strong hand has an obligation to make room for the weak to stand.
Bonds
He still sends a portion of every reward home to his old village, and he will cross any distance if word reaches him that its people are in danger.
Flaws
He is slow to trust lofty promises, and when nobles or priests speak grandly of destiny, he quietly assumes they are trying to sell him something. He also struggles to ask for help, even when he is badly outmatched, because some part of him still thinks a hero should be enough on his own.
Quirks
Background
Thumper was born in a border hamlet that outsiders dismissed as a backwater, but to him it was a whole world of fields, hard winters, and neighbors who watched one another's doors. As a boy he learned to swing a hoe before he learned to swing a sword, and when raiders came he was the one who held the lane long enough for children and elders to escape. The story spread faster than he liked, and people began calling him a hero. He never felt like one, only a stubborn farmhand who refused to let cruelty have the last word. When the village later faced a second threat, one that could not be met with pitchforks and courage alone, Thumper sought out the quiet discipline of the paladins. He did not kneel to law for its own sake, nor to wrath for its own sake, but to a steadier promise. Strength should protect, not dominate. Victory should leave something worth rebuilding. He keeps his vows with the same practical grit he once brought to harvest work, carrying the weight of duty without dressing it in grandeur. Now he travels because the world is full of ordinary people one disaster away from needing a shield, and he has decided that is enough reason to keep walking.
“The story spread faster than he liked, and people began calling him a hero.”
- Background
- Folk Hero
Connections
Species
Half-Orc
Media
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