Brolin: Difference between revisions
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{{#af_list: Middle::CLASS FEATURES | {{#af_list: Middle::CLASS FEATURES | ||
|Martial Arts::Martial Arts | |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: | ||
|Unarmored Defense:: | * Simple Melee weapons | ||
* Martial Melee weapons that have the Light property | |||
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. | |||
'''Bonus Unarmed Strike.''' You can make an Unarmed Strike as a Bonus Action. | |||
'''Martial Arts Die.''' You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. | |||
'''Dexterous Attacks.''' You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC. | |||
|Unarmored Defense::While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. | |||
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Revision as of 11:55, 8 November 2024
CHARACTER | |||
---|---|---|---|
Name | Brolin | ||
Player | Mark | ||
Background | Wayfarer | ||
Species | Harengon | ||
Class | Monk | ||
Subclass | |||
Alignment | Neutral good |
LEVEL |
---|
1
|
XP: |
LOST |
---|
Can't keep a secret |
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 | ||
+2 | 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 Thieves' Tools |
LANGUAGES |
---|
Common |
Sylvan |
Halfling |
APPEARANCE |
---|
Just a description of how you look |
ARMOR CLASS | |||
---|---|---|---|
16 Shield:
|
DEATH SAVES | |||
---|---|---|---|
Successes | |||
Failures |
INITIATIVE | |||
---|---|---|---|
+3 |
SIZE | |||
---|---|---|---|
Small |
HIT POINTS | |
---|---|
Max | 9 |
Current | 9 |
Temp |
HIT DICE | |||
---|---|---|---|
Max | 1d8 | Spent |
SPEED | |||
---|---|---|---|
30 |
PASSIVE PERCEPTION | |||
---|---|---|---|
15 |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
Quarterstaff | +5 | 1d6+3 Bludgeoning |
Versatile (1d8) | ||
Dagger | +5 | 1d4+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. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC. |
Unarmored Defense While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. |
APPEARANCE |
---|
SPECIES TRAITS |
---|
Trait 1 Example description |
Trait 2 Another Example description |
FEATS |
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Feat 1 Feat Description |
EQUIPMENT |
---|
|
Coins: 15 GP |
SPELL EXAMPLE RITUAL |
---|
Level 0 Transmutation (ritual) Cast Time: Action
Range: 30 feet Components: V, S, M
Duration: 1 round |
Example spell description |
SPELL EXAMPLE CONCENTRATION |
---|
Level 1 Enchantment Cast Time: 1 hour
Range: 10 feet Components: V, S
Duration: Conc (1 hour) |
Spell example description |
HIGH LEVEL SPELL EXAMPLE BONUS ACTION |
---|
Level 9 Evocation Cast Time: Bonus Action
Range: 1200 feet Components: V
Duration: Instantaneous |
Kill everyone |
Background
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