Brannoc Tidejaw
Brannoc Tidejaw
Sheet
AC 11 · HP 125 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Intimidating PresenceLevel 10
You can use an action to intimidate a creature, forcing a Wisdom save or rendering it frightened of you for 1 minute, as long as it can see you and is within 30 feet.
Bonus action
- RageLevel 1
You can enter a rage as a bonus action. While raging, you gain advantage on Strength checks and Strength saving throws, bonus damage on Strength-based melee attacks, and resistance to bludgeoning, piercing, and slashing damage. You can rage 5 times per long rest. Rage damage is +3.
- FrenzyLevel 3
You can make one weapon attack as a bonus action on each of your turns while raging.
Reaction
- RetaliationLevel 14
When a creature within 5 feet of you hits you with an attack, you can use your reaction to make a melee weapon attack against that creature.
Always on
- Barbarian ProficienciesLevel 1
You gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons.
- Reckless AttackLevel 2
You have advantage on initiative rolls.
- Danger SenseLevel 2
You can choose to attack recklessly to gain advantage on melee weapon attack rolls using Strength during your turn, but attack rolls against you have advantage until your next turn.
- Primal PathLevel 3
Choose a primal path. This character follows the Path of the Berserker.
- Ability Score ImprovementLevel 4
You can take one ability score improvement or feat.
- Fast MovementLevel 5
Your movement speed increases by 10 feet while you are not wearing heavy armor.
- Mindless RageLevel 6
You are immune to being frightened while raging, and if you are already frightened, the condition is suspended while you are raging.
- Brutal CriticalLevel 9
When you roll a weapon damage die for a melee attack using Strength, you can roll one additional damage die and add it to the damage. At 13th level, this becomes two additional dice.
- Ability Score ImprovementLevel 12
You can take one ability score improvement or feat.
- Brutal Critical ImprovementLevel 13
You can roll two additional weapon damage dice when you score a critical hit with a melee attack using Strength.
- Persistent RageLevel 15
Your rage no longer ends early if you have not attacked a hostile creature or taken damage since your last turn. Your rage still ends if you are incapacitated or if you choose to end it.
- TraitHalf-OrcDarkvision
- TraitHalf-OrcMenacing
- TraitHalf-OrcRelentless Endurance
- TraitHalf-OrcSavage Attacks
- TraitHalf-OrcLanguages, Common and Orc
- Ship's PassageSailor
When you are in a port or a seafaring community, you can usually secure free passage on a ship for yourself and your companions, as long as you can provide service to the crew.
Gear
8 itemsWeapons
- GreataxeA heavy greataxe carved with wave patterns and wrapped hilt cord.
- 2×HandaxeA pair of handaxes used for throwing and close-quarters fighting.
- 5×JavelinFive javelins bundled for shipboard fighting and coastal hunting.
Tools
- Belaying PinA belaying pin wrapped in oilcloth and used as a spare club.
Gear
- Explorer's PackA sturdy pack containing provisions, a bedroll, a mess kit, tinderbox, torches, trail rations, and a waterskin.
- Lucky CharmA lucky charm from a childhood voyage, kept on a cord with a captain's token.
- Hempen Rope50 feet of hempen rope, neatly coiled.
- Common ClothesCommon clothes stained by salt and tar.
Appearance
A broad-shouldered half-orc with sea-green tattoos climbing both arms like coiling waves, a broken tusk capped in silver, and a weathered scar across the brow from a boarding axe. He wears salt-stained leathers, a faded captain's sash tied over one shoulder, and carries a greataxe wrapped in rope coils and shark teeth charms. His eyes are pale gray-green, forever scanning the horizon as if expecting a storm or a fight.
Mannerisms
He speaks in short, clipped sentences, as though every word costs him breath. When thinking, he rubs his thumb over the silver ring at his throat. He laughs loudly only after danger has passed, and when angered he goes very still before exploding into motion.
Personality
Grim but not cruel, Brannoc is protective, practical, and stubbornly fair. He respects competence, keeps his promises, and has little patience for bullies, but he is surprisingly gentle with children, deckhands, and anyone who reminds him of the frightened boy he once was.
Ideals
Freedom. No lord, admiral, or tyrant gets to decide who is worthy of the waves. Every person deserves the right to choose their own course, even if the sea makes fools of us all.
Bonds
He carries his captain's silver ring on a cord around his neck, and believes the dead deserve a proper reckoning. He protects sailors, deckhands, and the overlooked with near feral devotion, because he knows how quickly a crew can turn on the weak.
Flaws
Brannoc confuses anger with honesty, and once he starts a fight he struggles to believe peace is offered in good faith. He is also uncomfortably superstitious about omens at sea, if a gull screams at the wrong moment or a lantern gutters, he may decide the whole day is cursed and act accordingly.
Quirks
Background
Brannoc Tidejaw was born on the storm-torn deck of a privateer ship and raised among ropes, rigging, and the hard lessons of a crew that judged worth by who could keep their feet in a gale. His half-orc blood made some sailors wary, but his strength, stubbornness, and instinct for survival earned him a place at the capstan by the time he could swing a belaying pin. He learned early that the sea is honest in the cruelest way, it takes the careless, rewards the prepared, and never apologizes. When a boarding action went wrong and the captain he admired was lost to the deep, Brannoc took up the captain's axe and the crew's blame, disappearing into the foam rather than let the law hang him for a mutiny he did not start. Years of exile turned him into a tempest with a pulse. He drifted from port to port as a knife for hire, a breaker of blockades, and a dockside legend who could be roused to fury faster than a squall line. Yet behind the violence lives a fierce loyalty to the few who show courage without cruelty. Brannoc now sails with any crew that respects skill and shares the spoils, but he is really chasing the same thing he has chased since the day the sea swallowed his captain, a way to prove that a monster by birth can still choose honor, and that the horizon owes him one impossible miracle.
“He learned early that the sea is honest in the cruelest way, it takes the careless, rewards the prepared, and never apologizes.”
- Background
- Sailor
Connections
Species
Half-Orc
Media
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