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Horatio "Boom" Cavendish

Fighter/Gunslinger 6 Class & Level
Soldier Background
Giff Race
LN Alignment

Strength 13
+1
Dexterity 17
+3
constitution 16
+3
intelligence 10
+0
wisdom 15
+2
charisma 8
-1
Total Hit Dice 6
Hit Die
1d10+3
+3 proficiency bonus
+4 Strength
+3 Dexterity
+6 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+0 Arcana
+4 Athletics
-1 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+5 Perception
-1 Performance
-1 Persuasion
+0 Religion
+3 Sleight of Hands
+6 Stealth
+2 Survival
skills Acrobatics, Athletics, Intimidation, Perception, Stealth proficiencies

 
18
Armor Class
52
Hit Points
+3
Initiative
30 feet. Your speed is not reduced by wearing heavy armor.
Speed
WeaponAtkRangeDamageSave
Unarmed Strike+4 /---/ 1+STR(1)+Prof(3)-
Improvised Weapon+4/+820/601d4+STR(1)/1d4+STR(1)-
Headbutt+4 / --1d4+ STR(1) B /--
Headlong Charge+4 /---/1d4+1+2d6 B(save)STR(4)+8
Hand axe x2+4/+820/601d6+STR(4)S/1d6+DEX(3)S-
Pistol x2- /+8120/480-/2d10+DEX(3)P-
Greataxe/Musket+4/+8240/9601d12+STR(1)P/2d12+DEX(3)P
Fragmentation Grenade-/+860-/10d6 P-
Attacks
All simple & martial weapons, all armor and shields, firearms, martial ranged weapons, frag grenades
Proficiences
None
Spellcasting
Alchemist's supplies
Calligrapher's set
Tinker's tools
Explorer's Pack
--Backpack
--Bedroll
--Mess kit
--Tinderbox
--10 torches
--10 rations
--Waterskin
--Hemp rope, 50'
Uniform
Monocle
Pipe
Belt pouch
Gunpowder horn, anti-magic
Gaming set, deck of cards
Rank insignia
War trophy
Ammunition: 10
Large sack (duffel bag)
Porcelain tea set--graduation present
Cask, gunpowder
Keg, gunpowder
Equipment
I face problems head-on. A simple, direct solution is the best path to success.
Personality Traits
Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
Ideals
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
Bonds
I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
Flaws
Giff:
+2 Con, +1 Str
Firearm proficiency
History & Perception double proficiency for military or tactics
Arcana proficient to make and use gunpowder
Intimidation advantage dealing with medium or smaller creatures
Natural armor 12 + Con
Ignore Reload property

Fighter
Two attacks per atack action
Fighting style: Archery. +2 to ranged attacks
Second wind: Heal 1d10 + class level 1/rest
Action Surge: 1 extra action 1/rest
Ability score improvements at 4, 6, 8, 12, 14, 16, 19

Gunslinger:
Gunsmith: Tinker's Tools, Half cost ammo creation, gun repair, gun creation
Grit equal to Wis modifier 2
Trick shots:
Deadeye shot--Spend grit to gain advantage on attack
Piercing shot--Spend 1 Grit to shoot through multiple opponents in a line

Background:
Military rank--"Regimental commander" infantry soldier
Specialty--Infantry

GP: 750
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

5E DMG

Unarmed Strike

Weapon Melee, barehanded Common

Fists, feet, elbows, knees, any bit of your body you can apply forcefully to the other guy.

Type Damage Damage Range Properties
Simple Melee 1+STR(1)+Prof(3) = +5 Bludgeoning Melee, barehanded


 

Improvised Weapon

Weapon Improvised, random, melee, ranged, no proficiency Varies

Whatever loose object you can lay hands on: a rock, dinnerware, another monster. Also, weapons used in an unintended manner.

Type Damage Damage Range Properties
None DM choice / 1d4+STR(1) / DM choice / 1d4+STR(1) Bludgeoning 20/60 ft Improvised, random, melee, ranged, no proficiency

Weight: Varies


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

5E DMG, customized

Custom Pistol

Firearm Reload 8, misfire 2 Uncommon

One-handed firearm, relatively short range. Eight round capacity.

Type Damage Damage Range Properties
Martial Ranged 2d10 Piercing 60/240 Reload 8, misfire 2

Cost: 300g Weight: 3lb


 

DndBeyond, Matt Mercer's Gunslinger, customized

Custom Greataxe/Musket

Weapon Melee and Ranged,, Heavy, Two-handed, reload 2, misfire 4. On a melee attack roll of 1, misfire increases by 1. Uncommon

Primitive long-barreled firearm. Fires two shots between reloads. Has a greataxe bayonet for melee attacks.   Casts Conjure Barrage 1/rest   Counts as magic vs. Targets that require magic weapon to hit.

Type Damage Damage Range Properties
Martial Ranged 1d12 / 2d12 Piercing 120/480 Melee and Ranged,, Heavy, Two-handed, reload 2, misfire 4. On a melee attack roll of 1, misfire increases by 1.

Cost: 600g Weight: 20lb


 

5E DMG, customized

Fragmentation Grenade, Advanced

Explosive Thrown Rare

As an action, a character can throw a grenade up to 120' away. Each creature within 20' of the explosion must make a DC 15 Dexterity saving throw, taking 10d6 piercing damage on a failed save and half as much on a success.

Type Damage Damage Range Properties
Martial Ranged 10d6 Piercing 120 Thrown

Weight: 1lb


 

5E DMG, customized

Grenade, Smoke

Weapon Thrown Uncommon

Throw up to 120' away. One round later, it emits a cloud of smoke that creates a heavily obscured area in a 40' radius. A moderate wind (at least 10 mph) disperses the smoke in 4 rounds. A strong wind (20 mph or more) disperses it in one round. Does no damage.

Type Damage Damage Range Properties
Martial Ranged None 120' Thrown

Weight: 2lb


 

Player's Handbook, Wizards of the Coast, p. 154, Xanathar's Guide p.79

Alchemist's Supplies, Detailed

Artisan Tool Components. Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.   Arcana. Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.   Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.   Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying. Common

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.   Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.    

Cost: 50 GP Weight: 8 lb. / 4 kg


 

ActivityDC
Create a puff of thick smoke10
Identify a poison10
Identify a substance15
Start a fire15
Neutralize acid20

Calligraphic Supplies

Calligrapher's Supplies Xanathar's Guide Artisan Tool 10 gp, 5 lb. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.   Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.

Tool Proficiencies Calligraphic Supplies
Equipment Components. Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills.

Features

Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.   History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.   Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.


ActivityDC
Identify writer of nonmagical script10
Determine writer's state of mind15
Spot forged text15
Forge a signature20

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

5E DMG, customized

Gunpowder horn, anti-magic

Adventuring Gear Sprinkle gunpowder from this horn to cast Anti-Magic Shell 1/rest. 10' radius. Verbal component: "Poppycock!" Rare


 

The statblocks of your class features

Fighter/Gunslinger


Hit Points

Hit Dice: d10 per Fighter/Gunslinger level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview & Creation

Fighters learn the basics of all combat s. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain of combat. Som e concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.   Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.   However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.   This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.   Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.


Class Features

Fighting Style. You adopt a particular of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.   Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.   Ability Score Improvement. At levels 4,6, 8, 12, 14, 16, and 19, increase one ability score by two or two ability scores by one. Scores cannot rise above 20 using this feature. Alternatively, a Feat can be selected.   Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.   Extra Attack:Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.   Indomitable. At 9th level, you can reroll a failed saving throw. You must accept the new roll. You cannot use this feature again until after a long rest. At level 13, you can use this twice between rests, and at level 17, you can use it three times.


Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows   (a) a martial weapon and shield or (b) two martial weapons   (a) a light crossbow and 20 bolts or (b) two handaxes   (a) a dungeoneers pack or (b) explorers pack


Subclass Options

Gunslinger, Base Class:Fighter   Firearm Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.   Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.   Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.   Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.   Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.   Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.   Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.   Adept Marksman When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.   Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.   Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier   Quickdraw When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.   Rapid Repair Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.   Lightning Reload Starting at 15th level, you can reload any firearm as a bonus action.   Vicious Intent At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.   Hemorrhaging Critical Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.   Trick Shots These trick shots are presented in alphabetical order.   Bullying Shot You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.   Dazing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.   Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.   Disarming Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.   Forceful Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.   Piercing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.   Violent Shot When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.   Winging Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
 

Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
 

Skill Proficiencies Athletics, Intimidation
Tool Proficiencies One type of gaming set, vehicles (land)
Equipment
  • An insignia of rank,
  • a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner),
  • a set of bone dice or deck of cards,
  • a set of common clothes,
  • and a belt pouch containing 10 gp.

Features

Military Rank . You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
d8|Specialty
1|Officer
2|Scout
3|Infantry
4|Cavalry
5|Healer
6|Quartermaster
7|Standard bearer
8|Support staff (cook, blacksmith, or the like)

Suggested Characteristics

he horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

Traits

d8Personality Trait
1I'm always polite and respectful.
2I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3I’ve lost too many friends, and I’m slow to make new ones.
4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.

Ideal

d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Evil)
5Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)

Bond

d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.

Flaw

d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I’d rather eat my armor than admit when I’m wrong.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Giff

Ability Score Increase Strength +1, Constitution +2
Size Medium
Speed 30 feet. Your speed is not reduced by wearing heavy armor.

"I didn't mean to hit them that hard. You humans are so delicate." Giff mercenary explaining the deaths of two fellow troopers after a brawl. (The Complete Spacefarers Handbook p.17)  

Description

Most people describe Giff as humanoid hippopotami. Giff have powerful muscles over stocky and broad frames. They are shorter than ogres, standing around eight or nine feet tall, but more massive. A Giff's head and snout are covered with thick plates of chitin. They have a range of skin colors, including (most commonly) gray, black, and gold. Giff often decorate their skin with colorful tattoos related to their accomplishments and victories. They always dress in uniforms or elaborate and strong armor and often carry multiple firearms on their persons. Giff have excellent reflexes and a surprising grace when moving. They are exceptionally strong and tough—as strong as a hill giant—but neither very intelligent nor wise. There is no difference in strength or combat prowess between males and females. Although they have powerful tusk-filled jaws, Giff are essentially herbivores, though they can eat meat. Similarly to dwarves, Giff once had a mild but innate resistance to magic and were incapable of casting magic spells themselves.

Personality

Giff live rigid lives of order and obedience to a chain of command. They actually take great pleasure from following orders. A Giff always keeps its promises. A common hobby among giff is the maintenance of armor. Giff have no desire to become an empire, but they do enjoy traveling. They do not tend to have any love of money; food is far more important to them. The typical Giff, however, has a great love of weapons, especially firearms and explosives, favoring the biggest explosions the most. Some Giff would also keep large collections of pole arms from the various worlds that they had visited in their travels. Giff were fearful of magic, but they tolerated its use in spelljamming, as it was the only way one could travel from world to world. They always relied on others to power spelljammer helms for them.

History

Giff can no longer remember where their homeworld is, so long have they wandered between the spheres. They tell stories of a jungle planet where weapon caches lie between every tree, and smoke powder billows through the air. There are many theories about where they truly came from. Some sages think that they may have been created by a powerful archmagi to fight for him and they somehow managed to escape his control and spread throughout known space. others think that they may have come from a world where hippo's evolved into the Giff. one sage even thought that the Giff were originally from outer planes of Ysgard. The only thing they all can agree on that wherever they came from is a very war-torn place. No one has yet found a world that has the Giff as natural race or found a record of their creation so until someone does the truth may never be known.

Society

Giffs respect a chain of command that encompasses their whole race, and like structure and organization. They form platoons to serve other space-faring races on a mercenary basis. The leaders are known as Officers and have the responsibility of guiding their race to new planets and deciding the final judgement in problems in platoons. Of course, they usually have the rarest of weapons in their private collection in their archive.

Giffs tend to be fighters and rogues but can also be other classes depending on their lifestyle. Fighters act as bodyguards, marines and soldiers, while rogues function as military scouts, spies or assassins. Bards will usually be found in taverns and the like weaving stories of what they believe to be their homeworld and create music with automated instruments. Wizard and sorcerer giffs function as the collectors and archivists of their community, collecting artefacts of great power in their collection. They love weapons of any sort and tend to accumulate a collection of their favourite instruments of war.

Giffs like unarmed fighting and will brawl just for fun. They like friendly tests of strength. Drawing a weapon in front of a Giff, however, is a serious matter, and they are known to fight to the death after such provocation.

Giff will never fight other Giff under a contact as mercenaries. All Giff contracts have a clause in them allowing them to void the contract if both sides have hired giff. They will fight each other in personal unarmed combat but rarely are these fights to the death.

 

Giff Names

Giff names are blunt and uncomplicated, deriving from the Giant tongue. Male: Pomj, Dromb, Lewmur, Hurst, Ularn. Female: Ulyrn, Weelso, Hrusta, Beluarr, Yuralsha.  

Giff Traits

Giff are thick-skinned, hippopotami-headed spacefaring mercenaries with a love of firearms.   Ability Score Improvement. Your Constitution score increases by 2, and your Strength score increases by 1.   Age. Giff reach adulthood in their early teens and can live to be 80 years old. Giff who survive past their 50th birthday are often looked down upon by other giff as being insufficiently adventurous.   Alignment. Giff live in a highly structured society that emphasizes the value of hierarchy but places no special importance on issues of moral consideration. Giff have a reputation for honouring contracts: many are lawful. They are less concerned about the ethics of those contracts, so good giff tend to be less common. Most giff are lawful neutral.   Size. Giff are quite tall, standing 7 – 8 feet on average, and incredibly stocky. The average giff can weigh as much as 850 – 1,000 pounds. Your size is Medium.   Headbutt. Your strong head is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Frankensteined Headfirst Charge. When you move 20 feet in a straight line and end within 5 feet of a creature, you may choose to make one headbutt attack as part of the same action to attempt to knock it over. That creature must succeed on a Strength saving throw of (8 + your Strength modifier + your proficiency bonus). On a failure, the creature takes 2d6 bludgeoning damage and is knocked prone.   Firearms Knowledge. Giff are proficient with the use of the Musket, Pistol, and Fragmentation Grenade. They also ignore the Loading property of these weapons. A giff character starts with either a pistol or musket; 10 bullets, and one gunpowder powder horn in addition to their normal starting equipment. (see Dungeon Master's Guide (5e) p.268)   Giff Weapons Training. You gain proficiency with all martial ranged weapons.   Militant. All giff have at one time or another served in military service. They have proficiency in one of the following skills: History, Intimidation, Stealth, or Survival   Militaristic Culture. Whenever you make an Intelligence (History) or Wisdom (Perception) check related to militaristic ranking and tactics, you are considered proficient in the History and Perception skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Gunpowder Knowledge. Giff may apply their proficiency bonus to Arcana skill checks (if not already proficient in Arcana) when trying to make or handle gunpowder.   Intimidating Size. When you make an Intimidation ability check against a creature your size or smaller you gain advantage.   Tool Proficiencies. You are proficient with alchemist’s supplies and tinker’s tools.   Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. This has no effect when wearing armor granting a higher AC. A shield's benefits apply as normal while you use your natural armor.  
 

Languages. You can read, write, and speak Common and Giff.


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