Ornborak Lonewave
Ornborak Lonewave
Sheet
AC 16 · HP 123 · 25 ft. walking, 25 ft. climbingSaving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresBonus action
- Cunning ActionLevel 2
On each of your turns, you can take a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
You can use the bonus action granted by Cunning Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Reaction
- Uncanny DodgeLevel 5
When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Always on
- Sneak AttackLevel 1
You can use Dexterity instead of Strength for attack and damage rolls with finesse weapons, and you can use thieves' tools to disarm traps or open locks. Your Sneak Attack deals an extra 6d6 damage once per turn when you meet its conditions.
- Thieves' CantLevel 1
You have proficiency with thieves' cant, a secret mixture of jargon, code, and signals used to convey hidden messages.
- ExpertiseLevel 1
Choose four rogue skill or tool proficiencies. Your proficiency bonus is doubled for checks using Stealth, thieves' tools, Perception, and Investigation.
- Second-Story WorkLevel 3
You gain a climbing speed equal to your walking speed, and difficult terrain does not cost you extra movement when you make a running jump.
- Ability Score ImprovementLevel 4
Increase Dexterity by 2, to the maximum of 20.
- Ability Score ImprovementLevel 8
Increase Intelligence by 2, to the maximum of 20.
- Ability Score ImprovementLevel 10
Increase Dexterity by 2, to the maximum of 20.
- Reliable TalentLevel 11
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- EvasionLevel 7
When you are subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure.
- DarkvisionMountain dwarfSee in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Dwarven ResilienceMountain dwarfAdvantage on saving throws against poison, and resistance to poison damage.
- Dwarven Combat TrainingMountain dwarfProficiency with battleaxe, handaxe, light hammer, and warhammer.
- Tool ProficiencyMountain dwarfProficiency with one artisan's tool of choice, selected as mason's tools.
- StonecunningMountain dwarfDouble proficiency bonus on Intelligence (History) checks related to the origin of stonework.
- Dwarven Armor TrainingMountain dwarfProficiency with light and medium armor.
- Dwarven languageMountain dwarfYou can speak, read, and write Dwarvish.
- SpeedMountain dwarfYour walking speed is 25 feet and is not reduced by wearing heavy armor.
- Ship's PassageSailor
You can secure free passage for yourself and your companions aboard a ship in exchange for passage or service. You may also call on the hospitality of sailors and those who work around a harbor.
Gear
11 itemsWeapons
- RapierA finely balanced finesse weapon.
- Shortbow and arrowsA compact bow with a quiver of 20 arrows.
- 2×DaggersA pair of light blades, suitable for close work or throwing.
- Belaying pinA stout pin used aboard ship, also usable as a club.
Armor
- Leather armorA supple, practical leather jerkin and matching pieces of armor.
Tools
- Thieves' toolsA set of tools for picking locks and disarming traps.
Gear
- Burglar's packA pack containing a backpack, a sack of ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and waterskin.
- Silk rope, 50 feetA length of durable silk rope.
- Lucky charmA small keepsake from his time at sea.
- Common clothesPlain, sturdy clothing appropriate for a sailor.
Purse
- 10×Gold piecesStarting coin remaining from his sailor's purse.
Appearance
A broad, compact mountain dwarf with long, straight blond hair and an imposing straight beard, both carefully combed and kept free of tangles. His mustache is equally neat, its ends trimmed with near-military precision. He wears a weathered sailor's coat over practical leather armor, and carries himself with a stillness that makes even a quiet room seem to be waiting for orders. Before answering, he draws a measured breath through his nose and lets it out softly.
Mannerisms
Before speaking, he pauses for a slow nasal intake, as if testing the air for weather. He smooths his mustache when weighing a risk and keeps his beard comb tucked beside his thieves' tools.
Personality
Measured, observant, and exacting, Ornborak speaks in short statements and rarely wastes a question. He is courteous in the formal manner of a career soldier, especially toward people who keep their word. In close quarters he studies exits, hands, and changes in routine before he settles into conversation.
Ideals
Order. A crew survives because every person knows the duty they have accepted. He will obey sound discipline, but not a command that turns people into property.
Bonds
He keeps a salt-stiff strip of sailcloth taken from his captured ship, marked with the names of the crew he could not save. He intends to return for the prisoners still held by Dok Mathar, but only when he can make their release stick.
Flaws
He treats trust as a resource to ration and can mistake patience for control. When a plan is threatened, he is capable of abandoning people who need him if he convinces himself that returning later will be more practical.
Quirks
Background
Ornborak Lonewave served as a naval soldier of the Dwarven Empire of Caldurum, where discipline and a ship's crew mattered more than any one dwarf's pride. During one of the long, grinding campaigns of the civil war with Dok Mathar, his vessel was taken and he was marched into a prison whose captives were treated as labor and property. He had been trained to hold a line on a pitching deck. In confinement, he had to learn how to read a room, find the loose board, and know when silence was safer than courage. He survived by studying routines and people with the same care he once gave tides and enemy sails. He became a quiet fixer among the prisoners, slipping messages past guards, finding hidden food, and making sure a quarrel did not become a knife fight. The work taught him a rogue's tools: patience, timing, and the value of leaving before anyone realizes you were there. When a chance to escape came, he used a stolen key, a false alarm, and a route through a drain channel that emptied near the bitter-smelling shore called Brine's Breath. He still seeks a way to free those left behind, but he will not mistake a reckless rescue for a useful one.
“He had been trained to hold a line on a pitching deck.”
- Background
- Sailor
Connections
Species
Mountain dwarf
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