Benwull “Luckyfoot” Budly

“If I am still standing, I can still run. If I can still run, I can still win.”


Overview

Benwull grew up as the son of a healer, became a street racer, hacked a stimulant called Blinkdust to make himself the fastest thing on any course, and watched everything fall apart when his mother opened a cursed chest for the guild she trusted.

He spent years in debt to La Organisazion, running jobs to keep his mother’s treatments funded. He came to Mayor Mayor’s mansion to steal a gem and pay off the debt in one job. He got caught. Mayor Mayor misread the whole situation as a professional security audit and offered him a place in a new adventuring party instead.

He said yes because he had no better option. He stays because he is starting to think there might actually be a horizon worth running toward.


Appearance

  • Harengon (rabbit person), built for speed
  • One eye turned permanently green from years of modified Blinkdust use
  • Moves with the practiced calm of someone who has planned every exit in the room

Personality

TraitControlled, observant, always knows where the exits are. Warm underneath if you earn it.
IdealKeep moving. Win. Get his mother safe. Everything else is secondary.
BondHis mother, cursed and kept alive by La Organisazion treatments. She is why he does everything.
FlawPushing himself to full speed triggers a trauma response. The memory of carrying his mother that night hits every time he truly runs.

Ability Scores

AbilityScoreModifier
Strength8-1
Dexterity17+3
Constitution13+1
Intelligence12+1
Wisdom10+0
Charisma15+2

HP: 9 | AC: 14 (Leather) | Speed: 35 ft | Initiative: +5 (DEX +3, Hare-Trigger +2) Proficiency Bonus: +2 | Sneak Attack: 1d6


Proficiencies

Saving Throws: DEX +5 | INT +3

Skills

Proficiency bonus: +2. Being proficient in a skill means you add +2 to rolls using that skill.

  • Hermit background: Automatically grants proficiency in Medicine and Religion. No choice needed, these are just given.
  • Rogue class: Choose 4 skills from the Eligible rows below to gain proficiency in.
  • Expertise: Pick 2 of your proficient skills. Those 2 use double the proficiency bonus (+4 instead of +2) on every roll.
SkillAbilityNo ProfProficient (+2)Expertise (+4)Status
AcrobaticsDEX+3+5+7Rogue pick (Expertise)
Animal HandlingWIS+0
ArcanaINT+1
AthleticsSTR-1+1+3Eligible
DeceptionCHA+2+4+6Eligible
HistoryINT+1
InsightWIS+0+2+4Eligible
IntimidationCHA+2+4+6Eligible
InvestigationINT+1+3+5Eligible
MedicineWIS+0+2+4Hermit bg (Expertise)
NatureINT+1
PerceptionWIS+0+2Rogue pick
PerformanceCHA+2+4+6Eligible
PersuasionCHA+2+4+6Eligible
ReligionINT+1+3Hermit bg
Sleight of HandDEX+3+5Rogue pick
StealthDEX+3+5+7Rogue pick
SurvivalWIS+0

All 4 Rogue picks confirmed: Acrobatics, Perception, Sleight of Hand, Stealth.

Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ Tools | Herbalism Kit (Hermit bg) Languages: Common, Elvish (Hermit bg), one of choice from Harengon race (TBD)

Options: Dwarvish, Giant, Gnomish, Goblin, Halfling, Orc, Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, Undercommon.

Background Feature: Discovery During his time in seclusion, Benwull uncovered something unique. In his case: Green Blinkdust. Standard Blinkdust already exists as a street drug (purple/violet). Benwull’s version is his own modification, green in color, refined from his mother’s herbalism knowledge. The exact mechanical effects are still TBD, but the formula itself is real, documented, and his alone.


Class Features

Rogue (Level 1)

  • Sneak Attack: 1d6 extra damage once per turn (conditions met)
  • Thieves’ Cant
  • Expertise: Acrobatics (+7) and Medicine (+4)

Harengon Racial Features:

  • Hare-Trigger: add PB to initiative (+2)
  • Lucky Footwork: reaction to add 1d4 to a failed DEX saving throw
  • Rabbit Hop: bonus action jump, no opportunity attacks triggered

Swashbuckler (unlocks at Level 3):

  • Fancy Footwork: no opportunity attacks after attacking and moving
  • Rakish Audacity: add CHA to initiative, Sneak Attack in 1v1 without ally adjacent

Equipment and Weapons

WeaponAttackDamageTypeProperties
Parasol Fang (Rapier)+51d8+3PiercingFinesse
Balisong+51d4+3PiercingFinesse, Light, Thrown (20/60)
Winkshot+51d6+3PiercingRange (30/120)

Add 1d6 Sneak Attack on qualifying hits.

Parasol Fang also functions as a grappling hook launcher (utility, range 30 ft). Athletics check to hook a surface. DEX-based climbing once anchored.

Blinkdust (modified stimulant, personal formula): effects TBD, tied to Benwull’s racing background.


Backstory

See The Healer’s Son for full prose backstory.

Core drive: “You do not have to be afraid anymore. I made it in time after all.”


Connections

  • Mayor Mayor: patron and employer. Recruited Benwull after mistaking a gem theft for a security audit. Has staff watching Benwull’s mother and keeping La Organisazion in check.
  • Beth Budly: his mother. Cursed, currently under Mayor Mayor’s coordinated care. She is why he does everything.
  • La Organisazion: holds his debt and his mother’s treatments as leverage. Current branch leadership is crueler than the original.
  • The Grand Poppies: his mother’s former guild. Betrayed her over a cursed chest and fractured afterward.
  • Jackstone Jack Collure: party member.
  • Asgar D. Yan: party member.