Tavin Bramblelock
Tavin Bramblelock
Sheet
AC 11 · HP 45 · 40 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Extra AttackLevel 5
You can make two attacks instead of one whenever you take the Attack action on your turn.
- Naturally StealthyHalflingYou can take the Hide action even when obscured only by a creature that is at least one size larger than you.
Bonus action
- RageLevel 1
You can enter a rage as a Bonus Action. While raging, you have Advantage on Strength checks and Strength saving throws, deal extra damage with Strength-based attacks, and gain resistance to Bludgeoning, Piercing, and Slashing damage. Your Rage lasts for up to 10 minutes, ending early if you are incapacitated or fail to attack or take damage during a turn. You can use Rage three times per Long Rest.
Always on
- Unarmored DefenseLevel 1
While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Weapon MasteryLevel 1
You gain mastery with three Simple or Martial weapons of your choice. Tavin has mastery with the Greataxe, Handaxe, and Javelin.
- Danger SenseLevel 2
You have Advantage on Dexterity saving throws against effects you can see, such as traps and spells. You do not gain this benefit while Blinded, Deafened, or Incapacitated.
- Reckless AttackLevel 2
You gain Advantage on attack rolls using Strength during your turn, but attack rolls against you have Advantage until the start of your next turn.
- Fast MovementLevel 5
Your Speed increases by 10 feet while you are not wearing Heavy armor.
- FrenzyLevel 3
When you use Reckless Attack while raging and hit with a Strength-based attack, you deal extra damage equal to your Rage Damage bonus if the attack uses a weapon or an Unarmed Strike. At level 5, this extra damage is 2.
- Weapon Mastery SelectionLevel 1
You can use the Push, Topple, and Vex weapon mastery properties with your mastered weapons when appropriate. Your selected mastered weapons are the Greataxe, Handaxe, and Javelin.
- BraveHalflingYou have Advantage on saving throws to avoid or end the Frightened condition.
- Halfling NimblenessHalflingYou can move through the space of any creature that is a size larger than you, but you cannot stop there.
- LuckHalflingWhen you roll a 1 on a D20 Test, you can reroll the die, and you must use the new roll.
- Small sizeHalflingYou are Small.
- DarkvisionHalflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Criminal ContactCriminal
You have a criminal contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the exact identity or location of every member of the network.
Gear
8 itemsWeapons
- GreataxeA heavy two-handed axe, scarred from years of use and marked with a small brass lantern.
- 4×HandaxeLight thrown axes balanced for close combat or throwing.
- 2×DaggerA pair of compact blades concealed in Tavin's coat.
Tools
- Thieves' ToolsTools for picking locks and disabling mechanical traps.
- Gaming SetA set used for games of chance and deception, favored by Tavin for coded messages and wagers.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel gear.
- Burglar's PackA pack containing a backpack, 1,000 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.
Purse
- 15×Gold PiecesUnspent starting currency.
Appearance
A compact, broad-shouldered halfling with a weathered face, russet hair, and a thick copper beard braided with bits of stolen silver wire. His hands are calloused from years of climbing, fighting, and lockwork. He wears reinforced leather armor beneath a patched traveling coat, with a red scarf wrapped around one wrist as a reminder of the family he left behind. His grin is quick and mischievous, but his eyes become cold and focused when someone threatens the helpless.
Mannerisms
Tavin rolls a coin across his knuckles when thinking, taps doorframes twice before entering, and lowers his voice to a conspiratorial whisper whenever he says something especially sincere. When his temper rises, he bares his teeth in a cheerful smile.
Personality
Tavin is irreverent, warm-hearted, and constantly alert. He jokes in dangerous situations, treats children and small creatures with exaggerated courtesy, and distrusts anyone who speaks too formally. He has a talent for making allies in taverns, alleys, and guardhouses, though his habit of turning every conversation into a wager occasionally creates problems.
Ideals
Freedom. No one should be owned, cornered, or made powerless by another person's wealth or authority. If rules protect cruelty, breaking those rules is the moral choice.
Bonds
I owe my life to the families of Lantern Row, and I will return whenever they call for help. I also carry the red scarf of my younger sister, who disappeared after the gang's downfall.
Flaws
I cannot resist humiliating bullies, even when subtlety would serve me better. I also assume that anyone with too much wealth must have stolen it from someone poorer.
Quirks
Background
Tavin Bramblelock grew up in a crowded halfling district where honest work paid poorly and wealthy merchants treated the small folk as convenient servants. He learned early that a quick hand, a quiet foot, and a convincing smile could keep food on the table. By adolescence he was running messages, opening purses, and slipping through barred windows for a local gang. He never thought of himself as cruel. He simply believed that the powerful had more than they needed, while everyone else was expected to be grateful for scraps. Everything changed when the gang leader ordered Tavin to burn a tenement whose tenants had refused to surrender their homes. Tavin refused, then turned on the gang when children were trapped inside. The fight awakened something fierce in him, a roaring fury that sent him through the flames with a stolen axe in hand. He rescued the tenants, shattered the gang's hold over the neighborhood, and became a wanted criminal in the process. Now he travels as a reluctant outlaw and occasional protector, using the underworld contacts he once relied upon to expose corrupt nobles, break unjust prisons, and make sure no child is ever treated as expendable again.
“He learned early that a quick hand, a quiet foot, and a convincing smile could keep food on the table.”
- Background
- Criminal
Connections
Species
Halfling
Media
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