Usopp
Usopp
Sheet
AC 16 · HP 11 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Ranger ProficienciesLevel 1
Usopp has martial training suited to wilderness travel and shipboard fighting. He is proficient with light armor, medium armor, shields, simple weapons, and martial weapons.
- Favored Enemy: Beasts and Aquatic CreaturesLevel 1
Usopp is especially familiar with coastal environments. When making an Intelligence or Wisdom check related to coastlines, sea travel, navigation, weather, or aquatic creatures, he adds double his proficiency bonus if he is proficient in the relevant skill. He also knows one additional language of his choice, Aquan.
- Natural Explorer: CoastLevel 1
Usopp is particularly comfortable traveling and surviving along coasts and islands. His favored terrain is coast. When traveling for an hour or more in favored terrain, his group gains the ranger's standard benefits for navigation, tracking, stealth, foraging, and difficult terrain.
- Gnome CunningLevel 1
Usopp's gnomish heritage grants him darkvision to 60 feet and advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TinkerLevel 1
Usopp is proficient with tinker's tools and can use them to repair small objects, assemble simple devices, and create minor clockwork curiosities at the GM's discretion.
- Artificer's LoreLevel 1
Usopp can add twice his proficiency bonus to Intelligence checks related to magical, alchemical, or technological objects, and to the history of such objects, when the GM determines the check is appropriate.
- DarkvisionGnomeUsopp can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Gnome CunningGnomeUsopp has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Artificer's LoreGnomeUsopp adds double his proficiency bonus to appropriate Intelligence checks concerning magical, alchemical, or technological objects.
- TinkerGnomeUsopp is proficient with tinker's tools and can create or repair small mechanical devices.
- Rock Gnome Ability Score IncreaseGnomeConstitution increases by 1.
- GnomishGnomeUsopp can speak, read, and write Gnomish.
- Ship's PassageSailor
Usopp can secure free passage on sailing ships for himself and his companions in exchange for working passage. He is also welcome in any ordinary port where sailors are recognized, although he may attract the occasional challenge from someone who knows his reputation.
Gear
12 itemsWeapons
- 2×ShortswordA balanced one-handed blade suitable for close combat.
- LongbowA martial ranged weapon with a 20 foot normal range and 60 foot long range.
- Belaying pinA belaying pin used aboard ships and functioning as a club.
Armor
- Scale mailMedium armor made from overlapping metal scales. Usopp's Dexterity bonus is limited to +2 while wearing it.
Tools
- Belaying pinA belaying pin used aboard ships and functioning as a club.
- Tinker's toolsA set of small precision tools, gears, wire, clamps, and miniature hammers.
Gear
- QuiverA case containing ammunition for the longbow.
- 20×ArrowsStandard arrows suitable for the longbow.
- Explorer's packA compact pack containing practical adventuring supplies.
- Silk ropeStrong woven silk rope, 50 feet long.
- Lucky charmA small lucky charm, carved from driftwood and wrapped in blue thread.
- Common clothesSimple common clothing suitable for travel and shipboard work.
Purse
- 10×Gold piecesStarting money from the sailor background.
Appearance
Usopp is a small, wiry rock gnome with weathered copper skin, bright hazel eyes, and a shock of dark brown hair tied beneath a faded blue sailor's cap. His pointed ears are decorated with tiny brass rings, and his nose is prominent even by gnome standards. He wears patched scale mail over a sea-green shirt, practical trousers, and salt-stained boots. A longbow nearly twice his height rests across his back, while a collection of tiny tools, shells, and bits of curious metal dangle from his belt.
Mannerisms
Usopp constantly scans the horizon even indoors, taps rhythms on nearby wood as though checking a ship's condition, and addresses his equipment as if it were a crew of dependable companions. When nervous, he adjusts his sailor's cap three times and whispers a running commentary about his own brilliant plan.
Personality
Usopp is quick-witted, theatrical, and relentlessly curious. He tells extravagant stories with complete confidence, yet beneath the bragging is a deeply loyal friend who notices danger before anyone else does. He prefers clever positioning, improvised gadgets, and a well-placed arrow to direct confrontation, but when someone helpless is threatened, his fear gives way to startling courage.
Ideals
Freedom. No captain, tyrant, storm, or monster should decide where a person is allowed to go. The sea belongs to anyone brave enough to cross it.
Bonds
He carries a brass compass salvaged from the wreck of his first ship, and he intends to return it to the family of the captain who died saving his crew. He also considers every honest sailor he meets part of an extended family, and he will risk himself to rescue a stranded vessel or marooned traveler.
Flaws
Usopp boasts shamelessly when frightened, often inventing heroic accomplishments that never happened. He is reluctant to admit when he is lost, confused, or outmatched, and his curiosity can lure him into opening containers, touching mechanisms, or investigating suspicious noises at exactly the wrong time.
Quirks
Background
Usopp was raised among the rigging and cramped decks of a coastal trading vessel, where his small size made him an ideal climber, lookout, and messenger. He learned to read shifting winds, distant shorelines, and the moods of sailors long before he learned to read a map. His gnomish talent for tinkering turned broken pulleys, snapped lanterns, and discarded fittings into useful devices, though his inventions were often as loud and unreliable as they were clever. When a storm wrecked his ship against a reef, Usopp survived by clinging to a floating section of mast until dawn, guided by nothing but gull cries and instinct.
“He learned to read shifting winds, distant shorelines, and the moods of sailors long before he learned to read a map.”
- Background
- Sailor
Connections
Species
Gnome
Media
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