Brannik Saltwound
Brannik Saltwound
Sheet
AC 14 · HP 30 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Rapier Strike
When When within melee range of a target
Make a melee attack with a finesse weapon. Once per turn, add 3d6 damage when the Sneak Attack conditions are met.
- Thrown Dagger
When When a target is within the dagger's normal or long range
Make a ranged attack with a dagger. Once per turn, add 3d6 damage when the Sneak Attack conditions are met.
Bonus action
- Cunning ActionLevel 2
When On your turn
As a bonus action, Dash, Disengage, or Hide.
Reaction
- Uncanny DodgeLevel 5
When When an attacker you can see hits you
Use your reaction to halve the damage from an attack made by a creature you can see.
Always on
- ExpertiseLevel 1
You have expertise in two of your skill proficiencies, or in one skill proficiency and one thieves' tools proficiency. Your proficiency bonus is doubled for those proficiencies. Brannik has expertise in Stealth and thieves' tools.
- Sneak Attack, 3d6Level 1
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You do not need advantage if another enemy of the target is within 5 feet of it, you are not incapacitated, and you do not have disadvantage on the attack roll.
- Thieves' CantLevel 1
You have thieves' cant, a secret mix of dialect, jargon, and code used by rogues. You can also recognize hidden signs and messages in this language.
- Fancy FootworkLevel 3
When you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn, whether you hit or not. The target can still make opportunity attacks against you if you move within its reach later in the same turn.
- Rakish AudacityLevel 3
Your initiative bonus equals your Charisma modifier, currently +0. In addition, you do not need advantage on your attack roll to use Sneak Attack against a creature if no other creatures are within 5 feet of you. All other Sneak Attack rules still apply.
- Ability Score ImprovementLevel 4
You increase your Dexterity score by 2, raising it from 15 to 17.
- TraitHill DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
- TraitHill DwarfDwarven Combat Training, proficiency with battleaxe, handaxe, light hammer, and warhammer.
- TraitHill DwarfDwarven Tool Proficiency, proficiency with brewer's supplies.
- TraitHill DwarfStonecunning, add double proficiency bonus to Intelligence History checks related to the origin of stonework.
- TraitHill DwarfDarkvision, see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- TraitHill DwarfDwarven Toughness, your hit point maximum increases by 1 for each level, included in the hit point total.
- Ship's PassageSailor
You can secure free passage on sailing ships for yourself and your adventuring companions in exchange for serving as crew. You are also familiar with the operation of ships and the life of sailors.
Gear
9 itemsWeapons
- RapierA light, concealable blade with a wicked curve, favored for precise strikes.
- 2×DaggerA compact blade kept in a boot sheath and used as a backup weapon.
Armor
- Leather armorLight armor reinforced with overlapping leather strips, weathered by years at sea.
Gear
- Burglar's packA burglar's kit containing small tools, picks, clamps, and fine wire.
- Navigator's packA small chest containing rope, tinder, oil, spare cord, and other shipboard necessities.
- Common clothesA complete set of dark common clothes, patched and altered to conceal pockets.
- Hemp ropeA coil of sturdy hempen rope, useful aboard ships and during burglaries.
- Lucky charmA small lucky charm carved from driftwood, shaped like a ship's wheel.
Purse
- Belt pouch with 10 gpA belt pouch containing the modest savings Brannik has managed not to spend or steal.
Appearance
A compact hill dwarf with weathered copper-brown skin, a crooked nose, and a thick black beard braided with bits of brass chain. His left ear is notched from an old family punishment. He dresses in a salt-stained leather coat over dark sailor's clothes, with soft boots, a red sash, and a collection of hidden sheaths sewn into his garments. His eyes are pale gray and perpetually watchful.
Mannerisms
Brannik constantly checks exits, taps rhythms against nearby wood as if listening for a ship's hull, and answers personal questions with nautical metaphors. When nervous, he quietly counts objects in the room and rubs the notch in his left ear.
Personality
Brannik is dryly observant, suspicious of authority, and unexpectedly protective of people who are being ignored or humiliated. He insults captains, nobles, and clan elders with equal enthusiasm, but becomes awkward and almost gentle around anyone who has been cast out. He prefers a clever escape to a clean victory and considers a locked door an invitation to think.
Ideals
Defiance. Respectability is a costume worn by people powerful enough to punish others. I will make my own rules and never kneel to a family, captain, or law that has already decided I am worthless.
Bonds
He possesses a brass token bearing the Deepcask clan mark, stolen from the family vault before his exile. He will risk almost anything to recover the heirloom that caused his banishment and expose the relative who framed him.
Flaws
He assumes every kindness is a trap and often ruins genuine opportunities by testing people's loyalty in cruel or illegal ways. He cannot resist stealing something small from anyone who insults his family name, even when doing so is strategically foolish.
Quirks
Background
Brannik Saltwound was born into the Deepcask clan, a respected hill dwarf family known for brewing stout ale and judging everyone else by the strength of their lineage. Brannik never fit their idea of a proper son. He was too quiet during clan feasts, too curious about locked chests, and too willing to ask why family honor mattered more than the people crushed beneath it. When a valuable heirloom vanished from the clan vault, Brannik was blamed despite having been nowhere near the theft. His family stripped him of his name, cut his ear, and cast him onto the road with nothing but a dull knife and the accusation that he had always been rotten. He found work aboard the merchant vessel Brass Minnow, hoping the open sea would judge him more fairly than his family had. Instead, the crew mocked his height, his accent, and his refusal to drink himself senseless. Captains trusted him to climb rigging and crawl through cramped spaces, but never to stand beside them at the wheel. Brannik learned to survive by becoming useful and invisible, slipping through cabins after dark, opening stubborn locks, and listening to conversations through bulkheads. When the ship's officers cheated him out of months of pay, he stole their ledger and disappeared at the next port. Now he works as a burglar, smuggler, and occasional confidence trickster. He tells himself crime is merely honest work for people whom respectable society has already condemned, but secretly he still hopes to find the missing clan heirloom and force his family to admit they were wrong.
“When a valuable heirloom vanished from the clan vault, Brannik was blamed despite having been nowhere near the theft.”
- Background
- Sailor
Connections
Species
Hill Dwarf
Media
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