Mako Thorne
Mako Thorne
Sheet
AC 16 · HP 57 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Extra AttackLevel 5
You can make one additional attack when you take the Attack action on your turn.
- Reckless AttackLevel 2
If you take the Attack action on your turn, you can choose to attack recklessly. Doing so grants you advantage on melee weapon attack rolls using Strength during that turn, but attack rolls against you also have advantage until your next turn.
Bonus action
- RageLevel 1
You can enter a rage as a bonus action, gaining advantage on Strength checks and saving throws, a bonus to melee damage with Strength-based attacks, and resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute and ends early if you are knocked unconscious or choose to end it.
- Storm AuraLevel 3
While raging, you emanate a stormy aura. When you enter your rage, each creature of your choice in the aura takes lightning damage. As a bonus action on your turn, you can target one creature in the aura to take lightning damage. The aura also looks and feels like a roiling sea breeze, with salt spray and snapping air.
Always on
- Unarmored DefenseLevel 1
While you are not wearing heavy armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Fast MovementLevel 5
You can run to danger more easily. Your speed increases by 10 feet while you are not wearing heavy armor.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells, so long as you are not blinded, deafened, or incapacitated.
- Primal PathLevel 3
You choose a Primal Path and gain its features. This character follows the Storm Herald path, channeling fury into a living gale.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1, or take a feat. This build uses the improvement to raise Strength by 1 and Constitution by 1.
- Storm Aura, Sea ManifestationLevel 3
Your rage can shape itself like a coastal squall. When you rage, you choose a sea-themed storm manifestation that lashes enemies with lightning and wind-charged spray, matching the character's gale-wreathed presence.
- Storm SoulLevel 6
You gain resistance to lightning and thunder damage, and you can breathe underwater and gain a swimming speed equal to your walking speed. The storm in your blood makes the sea feel like home.
- Ability Score IncreaseLizardfolkYour Constitution score increases by 2, and your Wisdom score increases by 1.
- BiteLizardfolkYour fanged maw is a natural weapon, which you can use to make unarmed strikes.
- Cunning ArtisanLizardfolkAs part of a short rest, you can harvest bone, hide, teeth, and claws from a slain creature to craft a simple weapon, shield, or 1d10 darts.
- Hold BreathLizardfolkYou can hold your breath for up to 15 minutes at a time.
- Hunter's LoreLizardfolkYou gain proficiency in two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. This build chooses Perception and Survival.
- Natural ArmorLizardfolkYour AC is 13 + your Dexterity modifier if you are not wearing armor.
- Ship's PassageSailor
You can secure free passage on a ship for yourself and your companions, or find friendly crew who can be convinced to help you, as long as you are in a port or on the water.
Gear
8 itemsWeapons
- GreataxeA massive greataxe used with both hands, its head decorated with scratched wave markings.
- 4×JavelinA bundle of four balanced javelins wrapped in oilcloth.
- Belaying PinA sturdy club used as a working tool or backup weapon.
Armor
- Scale MailA suit of scale mail worn over padded sea leathers. It is functional, battered, and smells faintly of brine.
Tools
- Belaying PinA sturdy club used as a working tool or backup weapon.
Gear
- Explorer's PackAn explorer's pack with travel gear, bedroll, rations, flint and steel, torches, and other wilderness basics.
- Hempen RopeA coiled length of rope suitable for rigging, climbing, or hauling gear.
- Lucky CharmA small keepsake from a shipboard companion, used as a reminder of home.
- Common ClothesWeathered common clothes suitable for sea travel.
Appearance
A broad-shouldered sharkfolk barbarian with slate-gray skin, a scarred fin ridge running from skull to back, and pale eyes that seem to watch the horizon even indoors. He wears dented scale mail over sea-dark leathers, carries a brutal greataxe whose edge is nicked from battles against rigging and bone alike, and moves as if a cold draft is always circling him. When anger rises, loose straps flutter, salt mist beads on his armor, and thin gales hiss around his boots like an unseen surf.
Mannerisms
He tilts his head as though listening for distant thunder before answering questions, and when angered his nostrils flare like he is scenting rain. He taps two fingers against his greataxe haft before a fight, then exhales slowly as if trying to summon a headwind.
Personality
Mako is blunt, protective, and strangely serene at sea, where the world makes sense to him. On land he is impatient with ceremony, but he listens carefully to anyone who speaks honestly. He laughs easily, fights hard, and treats promises like anchors, once made, they must hold.
Ideals
Freedom. No captain, tyrant, or tide should own the right to tell the strong where to stand or the weak where to sink. The winds move where they will, and so should people.
Bonds
He carries a barnacled whistle from the captain who first believed his storm-touched gifts were a blessing, and he will risk his life to repay that debt. He also swore to return a map of hidden reefs and safe harbors to the clan that raised him, so no child of the tides will ever be trapped by the same waters that nearly took him.
Flaws
He mistakes stillness for weakness and grows restless, even suspicious, when plans require patience. When anger takes him, he can become so focused on breaking the enemy line that he ignores safer choices, allies' warnings, or obvious traps. He also has a private dread that the storm inside him is not a gift at all, but an appetite, and that one day it will demand something he cannot refuse.
Quirks
Background
Mako Thorne was hatched in a brine-choked cove where the tide pools ran warm and the storms came down like divine judgment. The reef-clans raised him to read currents, taste danger in the water, and honor the old law that anything hunted must be answered with teeth. He left the reefs young, not out of exile, but because he wanted to know why the sky itself sounded like hunger whenever a gale rolled in. On his first voyage aboard a smuggler's cutter, a hurricane split the mast, hurled him across the deck, and woke something in his blood. Since then, the winds have never seemed entirely separate from him. They coil at his back when he is calm, and lash out when he rages. He drifted from ship to ship as a deckhand, prize fighter, and boarding specialist, until a privateer captain taught him to wear scale armor and swing an axe like a reefbreaker. In battle, Mako no longer fights like a sailor. He fights like a squall with a heartbeat, dragging foes into the eye of his fury while salt-scented gusts snap cloaks, ropes, and banners around him. He now roams the coasts seeking the storm that first called him, convinced that somewhere beyond the breakers lies the source of the voice in the wind, and that when he finds it, either he will master the storm or the storm will claim him as its favorite son.
“The reef-clans raised him to read currents, taste danger in the water, and honor the old law that anything hunted must be answered with teeth.”
- Background
- Sailor
Connections
Species
Lizardfolk
Media
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