Tusk Bonesmasher Character in Faerûn | World Anvil

Tusk Bonesmasher

"For the last time! You cannot hire farm animals to be waiters in a tavern!"
Tusk Bonesmasher is a male half-orc mercenary and sailor. In 1492 DR, he was contracted by Wislaw Jansobski to aid in a number of matters resulting from the Baron's expeditions around the Sword Coast and the North defeating the dragon Iymrith. Since then, Tusk has opened an import/export business in the Dock Ward of Waterdeep.

Mental characteristics

Personal history

  • born to an orcish chief in the kingdom of many arrows named urug the butcher and an unwilling mother
  • sold at a young age to a pirate named barlo, who wasn't the brightest, but wanted tusk as a curiosity (ship named the hunky dory)
  • swabbed the deck and cleaned barnacles
  • overheard talk of selune and decided to worship her
  • while sailing back to the sword coast from mintarn, the ship was attacked by a dragonborn pirate named belgrax and some hired crew betrayed barlo
  • tusk exectued barlo on behalf of belgrax and joined the crew of the greedy dragon unwillingly
  • gained the nickname bonesmasher for the ferocity in which he killed barlo
  • tusk was a deckhand and gladiator, fighting for the crew's amusement
  • over time became the captain's personal bodyguard and muscle
  • gained a lot of infamy as the greedy dragon raided the moonshaes and sword coast
  • in 1490-91 DR, the crew suffered many setbacks as the rebuilt waterdhavian navy better patrolled sea routes
  • a mutiny occurred against the captain with tusk on the wrong side of it
  • he and the captain were tied to the anchor and sacrificed to umberlee
  • he barely escaped and woke up on the shore
  • becomes a bounty hunter in order to find the crew that betrayed him
  • however, the crew soon broke apart and scattered around faerun
  • he was hired by wislaw to aid in a number of matters in late 1492
  • tried to open a tavern in nightstone run by awakened animals
  • eventually gave up and moved to waterdeep, where he opened an import-export business
  • Alignment
    Chaotic Good
    Date of Birth
    1st of Hammer
    Year of Birth
    1467 DR 28 Years old
    Current Residence
    Skin Tone/Pigmentation
    230 lbs
    Known Languages
    Common, Orc

    Tusk Bonesmasher

    Medium Humanoid (Half-Orc, Totem Barbarian, Chaotic Good

    Armor Class 21 (shield +3)
    Hit Points 187 (22d8+88)
    Speed: 40 ft


    ( +4 )


    ( +2 )


    ( +4 )


    ( -1 )


    ( +0 )


    ( -1 )

    Saving Throws Str +8, Con +8
    Skills Animal Handling +4, Athletics +8, Intimidation +3, Perception +4
    Senses darkvision 60 ft., passive Perception 14
    Languages Common, Orc
    Challenge Rating 11 (7,200 XP)
    Proficiency Bonus +4

    Special Equipment. Tusk wears a ring of protection, a cloak of protection, and boots of speed (accounted for in his statistics). He wields a longsword of life stealing and a +3 shield).
    Relentless Endurance (1/day). When Tusk is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
    Savage Attacks. Tusk does an extra 14 (3d8) damage whenever he scores a critical hit.
    Reckless Attack. When Tusk makes his first attack on your turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
    Danger Sense. Tusk has advantage on initiative rolls and Dexterity saving throws. In addition, if surprised, Tusk can act normally on his first turn if he uses his bonus action to activate Rage.
    Aspect of the Bear. Tusk counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
    Spirit Walker. Tusk can cast the spell commune with nature, but only as a ritual.


    Multiattack. Tusk makes three weapon attacks.
    Longsword of Life Stealing. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus an extra 10 necrotic damage on a critical hit. If an enemy suffers this damage, Tusk gains 10 temporary hit points.

    Bonus Actions

    Rage (5/day). As a bonus action on his turn, Tusk can enter a primal rage. While in this rage, Tusk gains the following benefits:
    • He has advantage on Strength checks and Strength saving throws.
    • When he makes a melee weapon attack, he does an extra 3 damage per hit.
    • He has resistance to all damage except psychic.
    • Any creature of Tusk’s choice within 5 feet of him has disadvantage on attack rolls against targets other than him. A creature is immune to this effect if it can’t see or hear him, or if it can’t be frightened.
    • If Tusk drops to 0 hit points and doesn’t die outright, he can make a DC 10 Constitution saving throw. On a success, he drops to 1 hit point instead. Each time he uses this feature, the DC increases by 5. The DC resets to 10 when he takes a short rest.
    Tusk’s rage lasts for 1 minute. It ends early if Tusk is knocked unconscious or if he ends it on his turn as a bonus action.
    Boots of Speed (10 minutes/day). As a bonus action, Tusk clicks his heels together and activates his boots of speed. While active, his walking speed is doubled, and enemies have disadvantage on opportunity attacks against him. If he clicks his heels together again, the effect ends.


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