Kantu Tzik
Kantu Tzik
Sheet
AC 15 · HP 15 · 35 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 featuresBonus action
- Enter the Rage
When Bonus Action, if not wearing heavy armor and Rage is available
As a Bonus Action, enter a battle fury that grants damage resistance, a Strength advantage, and extra melee damage.
- RageLevel 1
You can enter a rage as a Bonus Action if you are not wearing heavy armor. You can enter Rage twice per Long Rest. While raging, you have Advantage on Strength checks and Strength saving throws, gain a +2 bonus to melee damage using Strength, and have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage lasts up to 10 minutes, ending early if you do not attack a creature, force an enemy to make a saving throw, or take a Bonus Action to continue it on your turn.
Reaction
- Giant AncestryGoliathYou are descended from giants and can select one supernatural benefit associated with your lineage. Kantu's chosen lineage is Stone Giant, allowing them to use a reaction when they take damage to reduce that damage by 1d12 plus their Constitution modifier, usable a number of times equal to their proficiency bonus per Long Rest.
Always on
- Boarding Cleave
When Action
Strike with the greataxe. While raging, add +2 to the melee damage roll.
- Deckhand's Knuckle
When Action
Make an unarmed strike that deals 1d4 + 3 Bludgeoning damage. Once per turn, if the strike hits as part of the Attack action, push the target 5 feet away.
- 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 have mastered the use of two weapons with Weapon Mastery properties. Chosen weapons: Greataxe and Handaxe. You can use the mastery properties of those weapons.
- TraitGoliathCreature type Humanoid.
- TraitGoliathSize Medium.
- TraitGoliathSpeed 35 feet.
- Large FormGoliathStarting at level 5, you can become Large for 10 minutes once per Long Rest, gaining an advantage on Strength checks and an increased reach.
- Powerful BuildGoliathYou count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Ship's PassageSailor
You can secure free passage on sailing ships for yourself and your companions in exchange for service. You know the layout, customs, and practical routines of ships and ports, and can usually find work aboard a vessel.
Gear
8 itemsWeapons
- GreataxeA heavy two-handed martial weapon with a broad crescent blade.
- 4×HandaxeLight thrown axes used for boarding fights and close combat.
- ClubA simple bludgeoning weapon used as a belaying club.
- DaggerA narrow blade useful for cutting rope, carving food, or fighting in cramped quarters.
Tools
- Navigator's ToolsTools for plotting courses, reading charts, and determining position at sea.
Gear
- Hempen RopeFifty feet of sturdy hempen rope, patched in three places.
- Explorer's PackA backpack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
Purse
- 20×Gold PiecesStarting currency retained from the sailor background.
Appearance
Kantu Tzik is a broad-shouldered goliath with slate-gray skin weathered by salt, wind, and years of hauling line. Pale geometric birthmarks run from the left side of the neck down beneath the collarbone, resembling a rough mountain range. Their black hair is cut short except for a narrow braided strip tied with red sail thread. Kantu constantly checks the knot at their left wrist, tightening it whenever they feel anger rising. Their hands are thickly callused, their knuckles stained with tar, and their coat smells faintly of brine, pitch, and crushed juniper.
Mannerisms
Kantu speaks in short, practical sentences and uses nautical phrases even on dry land. Before a fight, they test every knot, tap the haft of their greataxe twice against the ground, and ask who needs a clear path to retreat.
Personality
Kantu is blunt, watchful, and unexpectedly gentle with frightened people. They treat every room as if it were a ship's deck, noting exits, weak railings, loose objects, and who would be hardest to rescue. They laugh loudly after surviving danger, then grow quiet when praised for it.
Ideals
The strong are responsible for the wake they leave behind. Power means nothing if it is used only to protect one's pride.
Bonds
The battered ship Bell of Qhapaq carried Kantu through their hardest years. Its surviving crew are family, and Kantu will risk almost anything to protect them or recover the ship if it is ever taken.
Flaws
Kantu confuses restraint with cowardice and often escalates a confrontation simply to prove they are not afraid. They are ashamed of how much they enjoy the moment when a raid becomes a rout, and they hide that shame beneath jokes, bravado, and reckless promises.
Quirks
Background
Kantu Tzik was born in a highland settlement where the wind came down from the peaks hard enough to rattle roof stones. They left after discovering that the sea offered a different kind of mountain, one that moved, groaned, and swallowed the careless. A merchant crew took Kantu on as a deckhand, first for their strength, then for their uncanny ability to read weather in the pressure behind their ears. Years of hauling anchors, repairing storm-split spars, and sleeping beneath leaking canvas made them a sailor before they ever learned to call themselves one. During a blockade raid, Kantu discovered the terror hidden inside their own courage. When the boarding hook caught and an enemy officer struck down the ship's youngest deckhand, something ancient and enormous rose in Kantu's chest. They fought through the enemy line with a boarding axe, a length of chain, and bare hands, laughing until the deck ran clear. Since then, Kantu has feared calm more than fury. They joined a wandering adventuring crew after their captain began using that berserk rage as a weapon against allies and enemies alike. Kantu now raids only those who prey on the helpless, but every battle tests whether they are still choosing the target, or merely looking for an excuse to become the storm.
“They left after discovering that the sea offered a different kind of mountain, one that moved, groaned, and swallowed the careless.”
- Background
- Sailor
Connections
Species
Goliath
Media
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