Simon
Simon
Sheet
AC 13 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Bardic Inspiration (d6)Level 1
As a bonus action, you can inspire others through stirring words or music. A creature within 60 feet can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes.
- Unsettling WordsLevel 3
As a bonus action, you can expend one use of Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Always on
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Song of Rest (d6)Level 2
You can use soothing music or oration to help revitalize your wounded allies during a short rest. Any creature who can hear your performance and regains hit points by spending Hit Dice regains an extra 1d6 hit points.
- Expertise (Persuasion, Athletics)Level 3
Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Silver TongueLevel 3
You are a master at saying the right thing at the right time. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or lower as a 10.
- TraitGoliathNatural Athlete
- TraitGoliathStone's Endurance
- TraitGoliathPowerful Build
- TraitGoliathMountain Born (Adapted to Volcanic Altitudes)
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Spells
8 spellsSpellcasting. Simon casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , ,
2nd level (2 slots): ,
Gear
8 itemsWeapons
- ShortswordA well-balanced blade suitable for light strikes.
- DaggerA small blade for utility or close defense.
- StaffA walking staff made of ironwood.
Armor
- Leather ArmorThe breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil.
Tools
- LuteA heavy lute carved from volcanic basalt and brass.
Gear
- Entertainer's PackA backpack with gear for a traveler including bedroll and rations.
- Hunting TrapA heavy steel trap used to catch game.
- Staff TrophyAn animal tooth from a beast you killed.
Appearance
Simon is an imposing figure, standing nearly eight feet tall with the typical lithic skin of a Goliath. His flesh is a dark charcoal gray, crisscrossed with glowing orange patterns that resemble cooling magma. Unlike most of his kin who wear trophies of bone, Simon wears practical climbing leathers trimmed with the thick, black fur of mountain goats. He carries a massive lute made of polished basalt and brass, which looks more like a club in his hands.
Mannerisms
Simon closes his eyes and takes a deep breath before speaking, as if drawing heat from the earth. He stands perfectly still while others are talking, moving only his eyes.
Personality
Simon is surprisingly measured and articulate for a mountain dweller. He speaks with a deep, resonating resonance, treating every conversation as a formal negotiation. He values precision in language and rarely raises his voice, believing that the truth should be heavy enough to carry its own weight. He is patient but holds everyone, including himself, to a rigorous code of conduct.
Ideals
Clarity. The world is a dangerous place when people do not mean what they say. Order through honest communication is the only way to survive the peak.
Bonds
I carry a tablet inscribed with the names of the seven elders of the Ashpeaks. My honor is tied to proving that our people are more than just savages of the stone.
Flaws
I am so committed to literal truths that I often miss the emotional nuance or the simple humor in a situation. I can be seen as cold or pedantic.
Quirks
Background
Born in the Ashpeaks, Simon belonged to the Fire-Walker tribe, a group of Goliaths who lived on the precipice of an active volcano. While his peers focused on the physical trials of the ascent, Simon became fascinated by the legalities and blood-debts that governed tribal peace. He realized that a single well placed word could prevent a bloodbath that would decimate their already small population. He left his tribe not because he was exiled, but because he was appointed as a traveling 'Truth-Speaker', a diplomat intended to represent the mountain clans in the lower valleys. He spent years wandering the wastes, mediating between nomadic tribes and small settlements, learning that eloquence is the sharpest tool a survivalist can possess. He carries the traditions of the mountains in his songs, but his true power lies in his ability to deconstruct an argument until only the raw truth remains. To Simon, the wild is not just a place of survival, but a place of absolute, unyielding law that must be respected and spoken aloud.
“While his peers focused on the physical trials of the ascent, Simon became fascinated by the legalities and blood-debts that governed tribal peace.”
- Background
- Outlander
Connections
Species
Goliath
Media
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