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# Fjord Godbrand Godbrand is a bounty hunter, a slave catcher, and above all else, a warrior with a sense of honor. A proud Fae with a domain over the sea, he was always one to enjoy the inherent freedom of sailing over the open waves. Until one day, when he encountered the conquerors of DeLune. He was initially turned by a lesser member of House Bonnair, and was forced to deal with the ramifications of his new hunger. After proving his worth in combat and in seafaring, Fjord has become powerful enough to cement his bloodline into others. He uses his enhanced charisma and warrior philosophy to inspire crews of like-minded individuals to join him, and become turned to his cause. While Godbrand holds no inherent loyalty to any faction, he does understand the value of gold and silver.
___ ___ > ## Fjord Godbrand >*Medium Undead, Fae, Level 15 Barbarian, Lawful Evil* > ___ > - **Armor Class** 22 (Unarmored Defense) > - **Hit Points** 270 (15d12+90) > - **Relentless** Make Con Saves vs DC 10, +5, to go to 1 HP > - **Speed** 65 ft. (70 if Trance), Swim 30 ft. (35 in Trance) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25(+7)|22(+6)|22(+6)|12(+1)|16(+3)|17(+3)| >___ > - **Saving Throws** Str +12, Dex +11 (Adv. if Seen), Con +11 > - **Magic Vulnerability.** Saves vs Magic at D.Adv. > - **Skills** Athletics, Insight, Intimidation (Expertise), Perception/Survival (Adv. to track living within 1 Mi.) > - **Damage Resistances** Necrotic, Lightning, Bldg, Prc, and Sls From (Non-)*Magical Attacks. *Rage resists magic.* > - **Damage Immunities** Poison > - **Condition Immunities** Charm, Fear, Poisoned, Disease, Sleep > - **Senses** Darkvision 60 ft, Passive Perception 18 > - **Languages** Drak (Common), Sylvan, Orcish > - **Challenge** 14 (11,500 XP) > ___ > > ### Traits and Abilities >***Legendary Resistance: (1/LR)*** If Godbrand fails a Saving Throw, he may choose to succeed instead. > > ***Advanced Bloodline.*** Godbrand has advanced past the abilities his bloodline provides. He can perform the following supernatural feats, and is subject to the following weaknesses. > >*Improved Limb Reattachment.* As an action, Godbrand can reattach a limb to his body. In one minute, it regains full functionality. > >*Narcotic Blood.* As an action, Godbrand can feed someone a dose of his blood. He suffers 1d4+6 damage, and the target heals the same amount. The target must also make a DC 19 Con Save or suffer Godbrands choice of hallucination, paralysis, or fatigue. Once fed, this target begins the process of Turning. > >*Unholy.* As an action, others can present their holy symbol or splash Godbrand with holy water. He takes 1d4 Radiant Damage and must make a DC 14 Wisdom Save or suffer the Fear effect, regardless of Immunity. > >*Supernatural Camouflage:* Can cast Invisibility as an action without consuming a spell slot. > > ***Innate Spellcasting.*** Godbrand's affinity to the Sea has granted him a unique control over it. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit). > >At will: *Gust* > >2/Day: *Lightning Lure, Shocking Grasp* > >1/Day: *Elemental Weapon* > >***Shapeshifter.*** *1/LR:* As an action, Godbrand can assume the form of a Giant Swordfish (see Page 3) for one hour. He can resume his original form as a bonus action. If Godbrand is under 1/2 of his max HP, he must make a DC 14 Constitution Save to change shape. > ### Actions > ***Multiattack.*** Godbrand makes two attacks or toots his horn. > >***Reckless Attack.*** On the first attack this turn, Godbrand can decide to attack recklessly, providing Adv. on all attacks, but granting advantage to attacks received. > >***Brutal Critical.*** On critical hits, Godbrand rolls 2 additional weapon dice. > > > ***Axe of Brine and Blood.*** *Melee Weapon Attack:* +13(+14), Range 5 ft., one target. *Hit:* 15-20 (1d12+8[+3 Rage][+2 Trance]) Sls Damage. All attacks made with this +1 axe are considered magical. This axe cycles between two extra effects. > > *Brine:* When Godbrand is above 1/2 HP, Brine is active. On a successful hit, the target must make a DC 20 Constitution Save or suffer 1 point of exhaustion. > > *Blood:* When Godbrand is below 1/2 HP, Blood is active. On a successful hit, the target must make a DC 20 Constitution Save, or suffer 12 (3d6) Necrotic Damage, which restores Godbrand's HP by an equal amount. > \pagebreakNum ___ ___ > ***Permanent Fangs.*** *Melee Weapon Attack:* +12(+13), Range 5 ft., a creature that is grappled, incapacitated, or restrained. *Hit:* 12-17 (1d6+8[+3 Rage][+2 Trance]) Prc Damage. The target's hit point maximum is reduced by an amount equal to the damage taken. Godbrand restores an amount of health equal to twice the damage dealt. > > ***Horn of Blasting.*** *Ranged Weapon Attack:* As an Action, Godbrand may use this horn to emit a blast of sound in a 30 ft. cone. All creatures in this zone must succeed a DC 15 Con Save or take 20 (5d6) Thunder damage and become Deafened for 1 minute. On a successful save, the target takes 1/2 damage and is not Deafened. Creatures and Objects made of Glass or Crystal have D.Adv. on this Save. > >Every time this horn is used, it has a 20% chance to explode, dealing 40 (10d6) Fire damage to the user. > > ### Bonus Actions > >***Storming Rage.*** *5/LR:* For one minute, Godbrand can enter into a rage. While raging, he has Adv. on Str Ability Checks and Saving Throws, and deals an additional 3 Damage on melee attacks using Strength. Friendly creatures in this aura have Resistance to Lightning Damage. > >*Aura:* During this rage, an aura of storm emanates from Godbrand. On the start of this rage, and as a bonus action, Godbrand may choose one target within 10 ft. This target must make a DC 19 Dexterity Save, or suffer 2d6 Lightning Damage, or half on a successful save. > > ***Fae Trance.*** *1/LR:* For one minute, Godbrand can enter into a trance. While in this state, he deals an additional 2 weapon damage, has a bonus of +1 to hit, and increases his speed to 70. At the end of this trance, he suffers one point of Exhaustion. > ### Reactions > >***Raging Storm.*** On a successful melee attack while raging, Godbrand can force an opponent to make a DC 19 Strength Save or be knocked prone. > > ### Legendary Actions > >***Rapid Regeneration.*** **3/LR:** Recover 20 HP. > ### Legendary Speed (3 Points / LR) > >***Quick Strike.*** Make an attack as a bonus action. > >***Vampiric Dash.*** Dash as a bonus action. >
##### Godbrand's Bloodline Godbrand challenged the vampire who turned him, and defeated him, surviving the curse of Broken Blood. Sadly, this curse also applies to Godbrand's bloodline as well. At least he is beholden to none but his own, even if his his crew aren't. ***Boons*** Ashes to Blood, Rapid Regeneration ***Debts.*** Holy Symbols/Water. Broken Bloodline. Magic Vulnerability. Members of Godbrand's Bloodline are immune to Sun Fatigue. ***Oddities.*** Permanent Fangs. Shadow. Reflection. Burst into red flames on death. Reproduction by blood-feeding.
___ > ## Giant Swordfish >*Large Animal (Aquatic), Neutral* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 46 (6d8+6) > - **Speed** 70 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16(+3)|14(+2)|13(+1)|12(+1)|16(+3)|17(+3)| >___ > - **Saving Throws** Str +6 > - **Skills** Athletics, Perception > - **Senses** Low-Light Vision 60 ft. > - **Challenge** 3 > ___ > > ### Actions > ***Gore.*** *Melee Weapon Attack:* +6, Reach 10 ft., one target. *Hit:* 13-16 (2d8+3[+6]) Piercing Damage > > ***Piercing Rush.*** When a swordfish uses its gore attack after swimming at least 10 feet, it adds two times its strength bonus on damage rolls.
Fjord Godbrand
\pagebreakNum # Godbrand's Mercenaries Mercenaries are always a necessity for a dangerous life on the sea. This necessity is only increased when you add to it the inherent mental dangers of the Sea of Dreams, or the abrupt physical harm that rises from the Sea of Stones. Bounty hunting and slave catching is a dangerous business, one that only the most brave, hardy or foolish would attempt. Godbrand chose the former qualities in his men. The noble Krokun, evolved from Zarosian Orcs are masters of military might and skill. Combining these formidable soldiers with his own bloodline, he has created a ruthless force that will follow him to the ends of the land, and the sea.
___ ___ > ## Krokun Mercenaries >*Medium Undead, Krokun, Level 8 Fighter, Lawful Evil* > ___ > - **Armor Class** 16 (Scale Mail) > - **Hit Points** 87 > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22(+6)|17(+3)|19(+4)|12(+1)|12(+1)|13(+1)| >___ > - **Saving Throws** Str +9, Con +7, Wisdom +4 > - **Magic Vulnerability.** Saves vs Magic Effects at D.Adv. > - **Mage Slayer.** Advantage on Saves vs Magic if the caster is within 5 ft of the mercenary. > - **Skills** Athletics(Expertise), Intimidation, Perception/Survival (Adv. to track living within 1 Mi.) > - **Damage Resistances** Necrotic, Lightning, Bldg, Prc, and Sls From Non-Magical Attacks > - **Damage Immunities** Poison > - **Condition Immunities** Charm, Fear, Poisoned, Disease, Sleep > - **Senses** Darkvision 60 ft, Passive Perception 14 > - **Languages** Drak (Common), Sylvan, Orcish > - **Challenge** 6 (2,300 XP) > ___ > > ### Traits > ***Godbrand's Bloodline.*** The mercenaries are subject to the following weaknesses. > >*Broken Bloodline.* If Godbrand is ever killed, each in his bloodline suffer 8d8 Psychic Damage immediately. > >*Unholy.* As an action, others can present their holy symbol or splash the mercenaries with holy water. They takes 2d4 Radiant Damage and must make a DC 16 Wisdom Save or suffer the Fear effect, regardless of Immunity. > >***Kin Hunter.*** You have advantage on all tracking checks against Orcs, and deal +3 Damage on attacks to them. > >***Weapon Training.*** The mercenaries gain +1 to hit on with Head Cleavers, Nets, and Pikes. > > > ### Actions > ***Multiattack.*** The mercenaries may make two attacks, or throw a Net.. > >***Trained Killer.*** On critical hits, the mercenaries may roll twice on the Critical Chart, or roll an extra die of damage. > >***Head Cleaver*** *Ranged Weapon Attack:* +9, Range 5/15 ft., one target. *Hit:* 15 (3d4+6) Sls Damage. 1's and 2's are rerolled. Innacurate: This weapon has a -1 to Hit. > >***Net*** *Melee Weapon Attack:* +10, Range 5 ft., one target. *Hit:* A large or smaller target is restrained. A creature may try to escape as an action with a DC 10 Strength check. The net has 10 AC and can be cut with 5 slashing damage. > >***Pike*** *Melee Weapon Attack:* +10, Range 10 ft., one target. *Hit:* 13 (1d10+6) Prc Damage. 1's and 2's are rerolled. > > ***Permanent Fangs.*** *Melee Weapon Attack:* +9, Range 5 ft., a creature that is grappled, incapacitated, or restrained. *Hit:* 10 (1d6+6) Prc Damage. The target's hit point maximum is reduced by an amount equal to the damage taken. The mercenaries restore an amount of health equal to the damage dealt. > > ### Bonus Actions >***Action Surge.*** *1/SR* Grants an additional action and an additional bonus action. > >***Second Wind.*** *1/Long Rest* Restores 14 (1d10+8) HP. > >***Fighting Spirit.*** *3/Long Rest* All attacks made this round are at Adv. Grants 5 Temporary HP. > > ### Legendary Speed (2 Points / LR) > >***Quick Strike.*** Make an attack as a bonus action. > >***Vampiric Dash.*** Dash as a bonus action. > > ### Reactions >***Mage Slayer.*** If an enemy casts a spell within 5 ft, the mercenaries can use their Reaction to attack. If the target is concentrating and damage is dealt, their concentration save is at disadvantage. \pagebreakNum # The Sawblade Ships are, of course, the most effective way to travel at Sea, and Godbrand is not without one of his own. The Sawblade, crewed by his band of Mercenaries has made quite a name for itself among runaway slaves and those with bounties on their head. When you see it's prow, armed with twin cannons and a brass ram, pointed towards you, it's clear that the most renowned hunter has his eyes set on you. Armed with harpoon guns, boarding planks, and cannon, this beast of a ship has withstood quite a beating, and can clearly dish out it's own. Some claim that it's masts are made of human skin, or that it's structure is more bone than wood...
___ ___ > ## The Sawblade >*Gargantuan Vehicle, (70 ft. x 20 ft.)* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hull** 720 (Threshold 5) > - **Speed** 40 ft. (50) Halved at 30 tonnes >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|7(-2)|17(+3)|0|0|0| >___ > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** All > ___ > > ### Ship Qualities >***Creature Capacity.*** 15 crew, 15 passengers. > >***Cargo Capacity.*** 60 tonnes. At 30 tonnes, travel speed is halved. > >***Travel Pace*** 4 mph, 5 mph w/Gust (96/120 mpd) > > ***Helm.*** Move up to the ship's speed. Cannot move if no one at the Helm, or the Mast is destroyed. The helmsman may also use the Brass Ram or Boarding Plank actions. > >*Helm Hit Points* 120 (Threshold 5) > > ***Masts.*** Grants movement up to speed, with one 90* Turn. The ship loses 10 Speed per 60 Damage dealt. > >*Mast Hit Points* 240 (80 per Mast) (Threshold 5). > > ***Brass Ram.*** Grants a Ram action of 20xMPH. > >*Brass Ram Hit Points* 100 (Threshold 10). >
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> ### Actions >On its turn, The Sawblade can move using its helm. It can also fire its 12 lb Cannons and its Harpoon Guns. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons > > ***Boarding Plank.*** As an action, the Sawblade can grapple another ship within 10 ft. This grapple is made at Adv. contesting the opposing Helmsman's Navigator Tools (Wisdom) Check. If there is no helmsman, this automatically succeeds. > >***4 12 lb Cannons (Recharge 1)*** *Ranged Weapon Attack:* +5, Range 600/2400 ft., up to two target to either port or starboard. *Hit:* 36 (6d10) Bldg Damage. Ignores 2 AC from Armor. This weapon deals double damage to structures or vehicles. If a Medium or smaller creature is hit, it is automatically a critical wound. After firing, they require one round to reload. > >***2 Harpoon Guns (Recharge 2-6 if not hooked)*** *Ranged Weapon Attack:* +5, Range 100/300 ft., up to two target to helm or up to two targets to prow. *Hit:* 6 (1d10) Prc Damage. On a successful hit, the barb is hooked into the creature. As a bonus action, the user may activate the reel, dealing 1d4 Slsh Damage and provoking a DC 12 Strength Save or be drawn back. On failure, the user is pulled. On success, the barb unhooks and travels back fully. Reel speed is 30 ft, - 15 per size above Medium. Each additional hook in a creature increase the DC by 1 and the Reel speed by 5. > >***Brass Ram*** *Melee Ability:* Reach 10 ft., one target in front of The Sawblade's Prow. The Sawblade may move up to it's speed to an enemy. The enemy helmsman must make a contested Navigator's Tools (Wisdom) check, or be hit. If there is no helmsman, this attack automatically hits. On a hit, this weapon deals bludgeoning damage equal to 20xMPH. This weapon deals double damage to structures or vehicles. Half of the base damage dealt is dealt to the Ram's Hull. > \pagebreakNum # Credits >Image Credit for Godbrand: Ron Chan. See his art at https://rondanchan.tumblr.com/ or www.RonChan.net >Image Credit for Swordfish: Golden Creative. See his art at https://www.freepik.com/goldencreative >Image Credit for Orc Vampire: Andrew DeFelice. See his art at https://www.deviantart.com/andrewdefelice >Image Credit for Pirate Ship: Built4Ever. See his art at https://www.deviantart.com/built4ever