Jerry Longhide
Jerry Longhide
Sheet
AC 14 · HP 140 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Twin Breakers
When Take the Attack action while wielding the greataxe
Jerry makes two greataxe attacks, often using Reckless Attack to gain advantage. If he scores a critical hit or drops a creature to 0 hit points, Great Weapon Master lets him make a bonus action attack.
Bonus action
- Stormbound Rage
When Bonus action
Jerry enters a battle trance, gaining resistance to bludgeoning, piercing, and slashing damage, a +3 damage bonus with Strength-based melee attacks, and advantage on Strength checks and saves.
- Sea's Rebuke
When Bonus action while raging
Jerry activates his sea aura, forcing one nearby creature to make a DC 16 Dexterity saving throw or take 1d6 lightning damage.
- RageLevel 1
Jerry can enter a rage as a bonus action. He has five uses per long rest. While raging, he has advantage on Strength checks and Strength saving throws, gains a +3 bonus to melee weapon damage using Strength, and has resistance to bludgeoning, piercing, and slashing damage. He cannot concentrate on spells or cast spells while raging.
- Storm Aura, SeaLevel 3
While raging, Jerry creates a 10-foot aura. When he enters rage, and as a bonus action on later turns, he can activate the sea effect. One creature of his choice in the aura must make a Dexterity saving throw against DC 16, taking 1d6 lightning damage on a failure, or half damage on a success. The aura's damage increases to 1d6 at this level and is unaffected by resistance to nonmagical damage.
- Great Weapon MasterLevel 12
When Jerry scores a critical hit or reduces a creature to 0 hit points with a melee attack, he can make one additional melee weapon attack as a bonus action. When using a heavy weapon, he can take a -5 penalty to the attack roll to gain +10 damage if the attack hits. On his turn, he can also make a melee weapon attack as a bonus action after attempting to score a critical hit or reducing a creature to 0 hit points with a melee weapon.
Reaction
- Undertow Retort
When A creature within his storm aura hits Jerry with an attack
When struck by an attack, Jerry lashes back with a burst of storm energy. The attacker must make a DC 16 Dexterity saving throw or take 1d6 lightning damage and fall prone.
- Longhide Refusal
When Reduced to 0 hit points while raging
Jerry refuses to fall. When reduced to 0 hit points while raging, he can attempt a Constitution saving throw to remain at 1 hit point.
Always on
- Crushing Stroke
When Before making a heavy weapon attack
Jerry can make a powerful attack with a heavy weapon, taking -5 to hit for +10 damage if successful.
- Danger SenseLevel 2
Jerry has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He is not protected from effects that leave him blinded, deafened, incapacitated, or otherwise unable to see the source.
- Reckless AttackLevel 2
Jerry can attack recklessly. On his first attack of the turn, he may gain advantage on Strength-based melee weapon attack rolls, but attack rolls against him have advantage until his next turn.
- Primal Path, Storm HeraldLevel 3
Jerry chooses the Path of the Storm Herald and manifests a sea storm aura while raging.
- Extra AttackLevel 5
Jerry gains one additional attack whenever he takes the Attack action on his turn.
- Fast MovementLevel 5
Jerry's speed increases by 10 feet while he is not wearing heavy armor.
- Storm Soul, SeaLevel 6
Jerry gains resistance to lightning damage and can survive comfortably in naturally occurring extreme environments. He can also breathe underwater and gains a swimming speed equal to his walking speed.
- Ability Score ImprovementLevel 8
Jerry gains an Ability Score Improvement. He increased his Strength by 2, bringing it to 20.
- Feral InstinctLevel 7
Jerry can reroll a failed saving throw against being charmed or frightened, using the new result. He must finish a short or long rest before using this feature again.
- Brutal CriticalLevel 9
Once per turn, when Jerry scores a critical hit with a melee attack, he rolls two additional weapon damage dice.
- Shielding Storm, SeaLevel 10
While Jerry rages, each friendly creature in his storm aura gains resistance to lightning damage.
- Ability Score Improvement, Great Weapon MasterLevel 12
Jerry gains an Ability Score Improvement. He selected the Great Weapon Master feat.
- Relentless RageLevel 11
When Jerry is reduced to 0 hit points while raging and does not die outright, he can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each use after the first before a long rest increases the DC by 5.
- Persistent RageLevel 13
When Jerry uses Reckless Attack, he can ignore the disadvantage imposed on attack rolls against him until the start of his next turn, but only if he has not been incapacitated.
- Raging Storm, SeaLevel 14
When a creature Jerry can see within his storm aura hits him with an attack, Jerry can use his reaction to force that creature to make a DC 16 Dexterity saving throw. On a failure, it takes 1d6 lightning damage and falls prone. On a success, it takes half damage and does not fall prone.
- TraitHalf-OrcDarkvision, 60 feet
- TraitHalf-OrcRelentless Endurance, once per long rest, when reduced to 0 hit points but not killed outright, drop to 1 hit point instead
- TraitHalf-OrcSavage Attacks, roll one additional weapon damage die when scoring a critical hit with a melee weapon
- TraitHalf-OrcMenacing, proficiency in Intimidation
- TraitHalf-OrcHalf-orc ability score increase, +2 Strength and +1 Constitution
- WandererOutlander
Jerry has an excellent memory for maps, terrain, weather, and natural landmarks. He can recall the general layout of terrain, settlements, and other features around him, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Gear
8 itemsWeapons
- GreataxeA massive two-handed martial weapon with a broad iron head, carried in a reinforced shoulder sling.
- 4×HandaxeBalanced handaxes used as backup weapons, thrown weapons, and tools for cutting rope or kindling.
Gear
- Explorer's PackA sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic adventuring supplies.
- StaffA carved walking staff marked with tide lines and weather notches from Jerry's travels.
- Hunting TrapA heavy metal trap used for hunting and securing dangerous paths.
- Trophy from a hunted animalA preserved fragment of a sea creature's jawbone, kept as proof of survival and remembrance.
- Traveler's ClothesA set of traveler's clothes, patched repeatedly with sailcloth and wool.
Purse
- 10×Gold PiecesCoins kept in a stitched leather belt pouch.
Appearance
Jerry Longhide is a very tall, massively built half-orc with weather-browned skin, a broad nose, heavy shoulders, and long dark hair usually tied with strips of blue cloth. His most memorable feature is the way he moves. He walks with a slow, deliberate rolling gait, placing each foot with unusual care as though crossing thin ice, yet becomes startlingly still when danger appears. Without noticing, he repeatedly checks the thick leather cord wrapped around his left wrist, rubbing the small carved seal hanging from it whenever he is thinking. His clothing is practical and sea-worn, reinforced with layered hide, rope, and patched wool.
Mannerisms
Jerry speaks in a low, measured voice and pauses before answering as if checking the weather inside his own head. He touches the carved seal on his wrist when uncertain, plants his feet wide when listening, and silently counts nearby exits whenever he enters a room. He laughs rarely, but when he does, it arrives suddenly and loudly, like surf striking a sea wall.
Personality
Jerry is patient, observant, and unexpectedly gentle with frightened people. He prefers practical kindness to grand speeches, repairing a broken strap or carrying a stranger's pack without being asked. Around arrogant warriors he becomes dryly amused, inviting them to prove their claims through work rather than boasts. He enjoys bad jokes, strong tea, and listening to people describe places he has never seen.
Ideals
Strength is a shelter. The strong are not entitled to rule, but they are obligated to stand between the helpless and the storm.
Bonds
He carries the carved seal of his drowned settlement's storm-bell keeper. Jerry believes the bell was lost, not destroyed, and intends to find it and return it to the cliffs where it belongs. He is also fiercely protective of travelers, castaways, and anyone who has been left behind by a stronger group.
Flaws
Jerry assumes that anyone who speaks confidently about the sea, wilderness, or danger knows less than they claim. He is slow to forgive abandonment, and once he decides someone has left another person behind deliberately, reason rarely changes his judgment. He also has a dangerous habit of accepting impossible physical challenges simply because someone laughed at the possibility.
Quirks
Background
Jerry Longhide was born in a remote fishing settlement where the cliffs were black stone, the storms arrived without warning, and every family kept a storm-bell by the door. His half-orc mother taught him the old coastal routes, while his human father taught him that strength was most useful when spent on someone who could not spend their own. Jerry grew enormous hauling nets, dragging boats above the tide line, and carrying injured sailors through sleet. The name Longhide began as a joke about the thick hide coat he wore through every season, then became a mark of respect after he survived three nights alone on a reef during a winter squall.
“Jerry grew enormous hauling nets, dragging boats above the tide line, and carrying injured sailors through sleet.”
- Background
- Outlander
Connections
Species
Half-Orc
Media
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