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Colt Hipp

DnD character for the Under-Wilds campaign.

Posted: September 13, 2022 Updated:
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The Under-Wilds Campaign

Colt Hipp, barbarian and horse-hater

Backstory

Colt Hipp was born into the Ekwos tribe. Born under the constellation of the horse, the tribe chose him as the next holder of Horse Force, a blessing by an ancient stallion spirit. They placed a horse-head mask on him that cannot be removed.

Colt hates horses and thinks they are creepy, filthy animals. He left his village to seek an escape from his condition, and to make the world a better place, one less horse at a time.

Once Colt is free of his ailment, he wants to dedicate himself to being a blacksmith. All of his attempts to pursue the craft seriously up to this point have been met with derision and jokes about him being his own farrier. He is actually quite skilled at making horseshoes, but he’ll never tell anyone that.

He uses a horse’s leg as a club, or dual-wields blacksmith hammers.

Info

  • Class: Barbarian
  • Subclass: Totem Warrior
  • Race: Goliath
  • Background: Ekwos Tribe Rebel
  • Alignment: Chaotic Neutral

Details

Stat Value
Age 19
Height 7’
Weight 270 lb

Languages

  • Common
  • Giant
  • Horse

Traits

Competitive

  • Goliaths are competitive by nature, and like to keep score to compare themselves to others. They also seek to trump earlier accomplishments by trying something harder.

Little Giant

  • You have proficiency in the Athletics skill.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born

  • You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Feats

  • Stallion of the Stars
    • Your tribe practices in ancient divination rituals. Having been touched by Horse Force, you can perform a version of these rituals. Once per rest you may attempt one of the divination rituals.
    • d4 - On a 4, you can cast Beast Bond with an animal friendly to you without concentration.
    • d6 - On a 6, you can cast Fortune’s Favor on yourself or someone else without material components.
    • d8 - On a 8, you can cast Augury without material components.
    • d10 - On a 10, you can cast Clairvoyance without material components.
    • d12 - On a 12, you can cast Divination without material components.
    • d20 - On a 20, you can cast True Seeing without material components and with blindsight.
  • Smith Scrimmages
    • Your expertise in hammer-work as a smith and your expertise in combat go hand-in-hand. You have the Great Weapon Master feat, and you can apply the feature to heavy weapons and to any hammer.
  • Great Weapon Master
    • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
    • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
  • Sentinel
    • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
    • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  • Tough
    • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Skills and Combat

Health formula:

  • 1st level: 12 + CON modifier
  • subsequent levels: add 1d12 + CON modifier + 2(tough)
  • If the dice roll is lower than 7, take 7.
Level Formula Total
1 $7 + 3$ 10
2 $10 + 10 + 4$ 24
3 $24 + 12 + 4$ 40
4 $40 + 7 + 4$ 51
5 $51 + 7 + 4$ 62
Tough $62 + 10 + 1$ 73
6 $73 + 10 + 4 + 2$ 89
7 $89 + 7 + 4 + 2$ 102
8 $102 + 7 + 4 + 2$ 115
9 $115 + 11 + 4 + 2$ 132

Health and Stats

Current HP Total HP Temporary HP
132 132 0
Speed Base AC Modified AC Initiative Bonus Hit Dice
40 13 20 +4 (DEX) 9d12
Unarmored Defense
  • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • Bracers of Defense: +2 to AC when not wearing armor or using a shield.
Stat Notes
Conditions
Boons

Attacks

Attack Type Attack Bonus Damage Information Notes
Light hammer Simple Melee 1d4 bludgeoning Light, Thrown
Spiked horse leg Simple Melee 1d6 bludgeoning
Horshoomerang Simple range 1d4 bludgeoning Thrown
  • Beginning at 5th level, you can attack twice, instead of once.

Rage

Total Rages Remaining Rage Damage
4 4 +2
On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Death Saves

Successes Failures
X X X X X X

Skills

Proficiency Bonus Passive Perception
+3 6
  • Passive perception: 10 - 5 (horse-head mask) + Wisdom modifier + Proficiency Bonus (if proficient)
Ability Skills
STR Saving Throw, Athletics
DEX Saving Throw, Acrobatics, Sleight of Hand, Stealth
CON Saving Throw
INT Saving Throw, Arcana, History, Investigation, Nature, Religion
WIS Saving Throw, Animal Handling, Insight, Medicine, Perception, Survival
CHA Saving Throw, Deception, Intimidation, Performance, Persuasion
  • Roll with disadvantage for Perception, Stealth, and Persuasion, due to the Mask of the Mare.

Stats

Stat Value Shifts Total Modifier
Strength 17 Goliath +1, Mask of the Mare +2 20 +5
Dexterity 15 Goliath +1, Mask of the Mare +2 18 +4
Constitution 15 Goliath +1, ASI +2 18 +4
Intelligence 11 11 +0
Wisdom 12 12 +1
Charisma 10 10 +0

Abilities

Basic Abilities

  • Danger Sense
    • At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blindeddeafened, or incapacitated
  • Reckless Attack
    • Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn
  • Totem Spirit: Horse
    • While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk horse makes you extraordinarily swift
    • Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The horse spirit helps you roam far and fast.
  • Primal Knowledge
    • When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level
  • Fast Movement
    • Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor
  • Feral Instinct
    • By 7th level, your instincts are so honed that you have advantage on initiative rolls.
    • Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  • Instinctive Pounce
    • As part of the bonus action you take to enter your rage, you can move up to half your speed.
  • Brutal Critical
    • You can roll one aditional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Mask of the Mare

  1. Fight of the Cavalry: +2 STR, Max STR is 24
  2. Packhorse/Racehorse: +2 to DEX or CON, or +1 each
  3. Why the long face?: Disadvantage on Perception, Stealth, and Persuasion
  4. Nature’s Steed: Expertise in 2 of the following: Animal Handling, Nature, Survival, Intimidation
  5. Equine Connection: You are able to speak to and understand horses
  6. Solid Mount: Any damage inflicted on the mask is deflected to the wearer. The mask remains undamaged.
  7. Compulsive Cribbing: If a creature moves away from you and triggers an attack of opportunity, the Mask of the Mare comes to life and reaches to bite the retreating enemy. Give +5 to the attack roll. A hit does 2d4 magical bludgeoning damage.
  8. Bucking Bronco: When you are in a rage, the mask’s eyes glow red, and the horse head takes on a skeletal appearance. If you have shown devotion to the Stallion in the Sky since your last rage, you will gain a benefit for the combat. If you have shown disloyalty, then you will gain a detriment.

Gear

Inventory

Equipment (equipped*) Information
Horse-leg club
Blacksmith hammers
Smith’s tools
Horse leather armor Made from horses he’s killed
Mask of the Mare
Horshoomerang
Amulet of the Drunkard regain 4d4 + 4 hit points when you drink a pint of alcohol
Alchemy Jug
Bracers of Defense +2 to AC if no armor or shield

Item Proficiences

Attunement Slots

  1. Mask of the Mare
  2. Amulet of the Drunkard
  3. Bracers of Defense

Wealth

Copper Silver Gold Platinum
0 0 5 0

Catchphrases

  • “Time to stirrup trouble”