Brolin: Difference between revisions
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Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. | Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. | ||
* '''Flurry of Blows.'''' You can expend I Focus Point to make two Unarmed Strikes as a Bonus Action. | * '''Flurry of Blows.'''' You can expend I Focus Point to make two Unarmed Strikes as a Bonus Action. | ||
* ''' | * '''Patient Defense.''' You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. | ||
* '''Step of the Wind.''' You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. | * '''Step of the Wind.''' You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. | ||
<div style="float:right;">'''Focus Points:''' {{Template:Circles|Circles={{ #expr:2 }}|small=small|FilledCircles=0|PermanentCircles=0|Break=}}</span></div> | <div style="float:right;">'''Focus Points:''' {{Template:Circles|Circles={{ #expr:2 }}|small=small|FilledCircles=0|PermanentCircles=0|Break=}}</span></div> |
Latest revision as of 20:08, 22 December 2024
CHARACTER | |||
---|---|---|---|
Name | Brolin | ||
Player | Mark | ||
Background | Sailor | ||
Species | Harengon | ||
Class | Monk | ||
Subclass | |||
Alignment | Neutral good |
LEVEL |
---|
2
|
XP: 300 |
LOST |
---|
Keeping secrets |
PROFICIENCY BONUS |
---|
+2 |
STRENGTH | |||
---|---|---|---|
-1
8
| |||
+1 | Saving Throw | ||
+1 | Athletics |
DEXTERITY | |||
---|---|---|---|
+3
16
| |||
+5 | Saving Throw | ||
+5 | Acrobatics | ||
+3 | Sleight of Hand | ||
+5 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
---|
✧ |
INTELLIGENCE | |||
---|---|---|---|
0
11
| |||
0 | Saving Throw | ||
0 | Arcana | ||
0 | History | ||
0 | Investigation | ||
0 | Nature | ||
0 | Religion |
WISDOM | |||
---|---|---|---|
+3
16
| |||
+3 | Saving Throw | ||
+3 | Animal Handl. | ||
+5 | Insight | ||
+3 | Medicine | ||
+5 | Perception | ||
+3 | Survival |
CHARISMA | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw | ||
+1 | Deception | ||
+1 | Intimidation | ||
+1 | Performance | ||
+1 | Persuasion |
EQUIPMENT PROFICIENCIES & TRAINING |
---|
Armor Training None |
Weapons Simple weapons and Martial weapons that have the Light property |
Tools Navigator's Tools, Cartographer's Tools |
LANGUAGES |
---|
Common, Elvish, Halfling |
MARTIAL ARTS DIE |
---|
1d6 |
APPEARANCE |
---|
A small fluffy, cuddly Harengon with long ears sticking through his tricorn. Wearing a darkbrown tunic and a quartstaff strapped to his back. |
ARMOR CLASS | |||
---|---|---|---|
16 Shield:
|
DEATH SAVES | |||
---|---|---|---|
Successes | |||
Failures |
INITIATIVE | |||
---|---|---|---|
+5 |
SIZE | |||
---|---|---|---|
Small |
HIT POINTS | |
---|---|
Max | 17 |
Current | 17 |
Temp |
HIT DICE | |||
---|---|---|---|
Max | 2d8 | Spent |
SPEED | |||
---|---|---|---|
40 |
PASSIVE PERCEPTION | |||
---|---|---|---|
15 |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
Quarterstaff | +5 | 1d6+3 Bludgeoning |
Versatile (1d8) | ||
Dagger | +5 | 1d6+3 Piercing |
Finesse, Light, Thrown (Range 20/60) | ||
Unarmed | +5 | 1d6+3 Bludgeoning |
CLASS FEATURES |
---|
Martial Arts Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.
|
Unarmored Defense While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. |
Unarmored Movement Your speed increases while you aren't wearing armor or wielding a Shield. |
Uncanny Metabolism When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest. Used:
|
Monk's Focus Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. You can expend these points to enhance or fuel certain Monk features. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Focus Points:
|
SPECIES TRAITS |
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Hare-Trigger. You can add your proficiency bonus to your initiative rolls. |
Leporine Senses. You have proficiency in the Perception skill. |
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0. |
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Hops:
|
FEATS |
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Tough Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. |
Charm of the Monarch You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying
speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for l hour. After you use this charm three times, it vanishes from you.Charges:
|
EQUIPMENT |
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|
Coins: 28 GP 1 SP 8 CP |
Background
At a very young age, my parents dropped me of at the "The Quiet Haven" monestary in the Lower City of Baldur's gate, in the hope that I would find some inner rest through meditation and training. I did learn a lot via training but inner rest wasn't one of it. Throughout my childhood when training and chores were done I would roam the streets of Baldur's Gate, mapping out the hidden passages for quick getaways.
From my cell in the monestary I overlooked the sidewall of the orphanage next door. Here the monks of our order would deliver food on a daily basis. One night a tiefling caught my attention as she was sneaking through the back-alley between our buildings. I was intrigued and wanted to get to now her so one night I whispered from my window and we met up. From then one we would explore the shadowy areas of Baldur's Gate together.
Then, one day, Ashira as the Tiefling turned out to be named, learned about a carnival in town. As this was something new and exiting to investigate I didn't hesitate to go there with her. As we wanted to spent our coin at the carnival and not to get in, we decided to sneak inside. What a wonderful world this was. All kinds of colorful attractions and weird food and drinks and sounds and smells; It was awesome!
When the new day dawned on the carnival it was time for us to head back home. Unfortunately the orphanage caretaker spotted us as Ashira tried to sneak in via the back-entrance. She told a lie hoping to avoid punishment, but somehow I was unable to back her up on this one and blurted out what we had been up to. This infuriated Ashira causing her to end our friendship. I never saw her smile again since.
As I lost my best friend and caused her so much sorrow somehow, I decided to get away from Baldur's Gate. Hoping to forget about this. I went to the harbor looking for a job on one of the ships moarned there. The captain of the "The Prosperous Tide" offered me a job as deckhand. It turned out my knot-tying abilities were completely absent somehow, but luckily I could make up for that with with my other skills. I was always the first to reach the crows nest being on the lookout for safe passage through the treacherous waters of Faerûn. My navigation and mapping skills also helped out quite a lot.
One day a travelling circus made use of our services as we took them along from one harbor to another. One of the performers was a fairy. Interested in another Feywild offspring I got acquainted with him. He was named Zephyr and known for his bad taste in garb. Although that did fit his occupation in the circus. During the trip I learned that he once upon a time had also lost something while sneaking into the Witchlight Carnival.
After numerous years out at sea and longing for my old friendship with Ashira, I decide to leave the sailor trade in hopes of rekindling our friendship. Back in Baldurs Gate it turned out the feeling was mutual. There and then we decided to start a search for the carnival in the hopes of finding back what we had lost.