Usopp
Usopp
Sheet
AC 16 · HP 11 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Favored Enemy, BeastsLevel 1
When When tracking beasts or recalling information about them
Usopp can choose beasts as his favored enemies, gaining advantage on relevant tracking and recall checks and the ability to communicate simple ideas with them.
- Natural Explorer, CoastLevel 1
When When traveling for an hour or more through coastal terrain
Usopp gains special benefits while traveling through coastal terrain, including improved navigation, stealth, foraging, and movement.
- Gnome CunningRock GnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- DarkvisionRock GnomeCan see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, perceiving colors only as shades of gray.
- Artificer's LoreRock GnomeAdd twice the proficiency bonus to Intelligence (History) checks related to magic items, alchemical objects, or technological devices.
- TinkerRock GnomeProficiency with tinker's tools. Can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device.
- Ability Score IncreaseRock GnomeIntelligence increases by 2 and Constitution increases by 1.
- SmallRock GnomeUsopp is Small-sized.
- SpeedRock GnomeUsopp's walking speed is 25 feet.
- Ship's PassageSailor
Usopp can secure free passage on sailing ships for himself and his adventuring companions in exchange for occasional service. He may also rely on the kindness of sailors and dockworkers who recognize the traditions of the sea.
Gear
10 itemsWeapons
- 2×ShortswordA martial melee weapon with the light and finesse properties, dealing 1d6 piercing damage.
- LongbowA ranged martial weapon with a normal range of 150 feet and a long range of 600 feet, dealing 1d8 piercing damage.
Armor
- Scale mailLight armor made from overlapping metal scales, providing an armor class of 14 plus up to 2 from Dexterity.
Tools
- Belaying pinA wooden club commonly used by sailors as an improvised weapon or belaying tool.
Gear
- 20×ArrowsAmmunition for the longbow.
- Dungeoneer's packA pack containing equipment useful for dungeon exploration, including a backpack, crowbar, hammer, pitons, torches, rations, tinderbox, waterskin, and rope.
- Silk ropeSilk rope, 50 feet long.
- Lucky charmA small lucky charm, such as a carved fishhook, knucklebone, or piece of coral.
- Common clothesSimple common clothing suitable for travel between ports.
Purse
- 10×Gold piecesStarting money retained from his sailor's background.
Appearance
A wiry rock gnome with weathered copper-brown skin, enormous expressive eyes, and a shock of tangled black hair tied beneath a faded blue sailor's bandanna. He wears patched scale mail sized for his small frame, a salt-stained green cloak, and a collection of tiny brass tools secured to his belt. His longbow is nearly as tall as he is, and his boots are decorated with bright scraps of sailcloth from ships he has served aboard.
Mannerisms
Usopp talks with his hands, points dramatically at distant objects, and gives every important plan a grand title. He frequently checks the wind by wetting one finger, even indoors, and mutters nautical observations whenever he is nervous.
Personality
Usopp is energetic, imaginative, and endlessly talkative. He presents himself as a legendary mariner and fearless monster hunter, but beneath the boasting is a sharp-eyed survivor with a genuine instinct for protecting the vulnerable. He prefers clever traps, distractions, and carefully chosen escape routes to direct confrontation, though loyalty can drive him into danger before he has finished making excuses.
Ideals
Freedom. No captain, king, or mapmaker owns the horizon. Every creature deserves the chance to choose its own course.
Bonds
The battered star charts from the abandoned island observatory are his most treasured possession. He will risk almost anything to protect them and uncover the fate of the expedition that created them.
Flaws
He exaggerates his accomplishments so reflexively that even his true stories sound suspicious. When frightened, he is prone to inventing elaborate excuses, abandoning a sensible plan for a clever-looking one, and insisting that retreat was part of his strategy all along.
Quirks
Background
Usopp was born in a cramped workshop built into the lower decks of a coastal trading vessel, where his parents repaired navigation instruments, locks, and enchanted compasses for passing captains. As a rock gnome, he was fascinated by every mechanism he encountered, but the sea taught him that the finest device was useless if its owner could not read the weather, follow tracks across a beach, or notice danger before it struck. He became a sailor, scout, and occasional deckhand, learning to move silently through rigging and mangrove shallows while keeping watch for pirates, monsters, and treacherous currents. During a voyage through a fogbound island chain, Usopp discovered an abandoned gnome observatory overrun by strange beasts. The crew wanted to loot it and leave, but Usopp stayed behind long enough to rescue a wounded creature and recover the observatory's star charts. Since then, he has wandered from ship to ship as a ranger, following rumors of lost coasts and unexplored islands. He claims he is searching for the greatest map ever drawn, though privately he hopes to find the truth about the vanished expedition that once used those charts. He is brave when no one is watching, boastful when everyone is, and completely unwilling to admit that both traits are true.
“During a voyage through a fogbound island chain, Usopp discovered an abandoned gnome observatory overrun by strange beasts.”
- Background
- Sailor
Connections
Species
Rock Gnome
Media
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