Brolin
From The Wild Beyond the Witchlight
CHARACTER
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Name
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Brolin
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Player
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Mark
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Background
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Sailor
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Species
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Harengon
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Class
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Monk
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Subclass
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Alignment
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Neutral good
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STRENGTH
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-1
8
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+1
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Saving Throw
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+1
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Athletics
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DEXTERITY
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+3
16
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+5
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Saving Throw
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+5
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Acrobatics
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+3
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Sleight of Hand
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+5
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Stealth
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CONSTITUTION
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+1
12
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+1
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Saving Throw
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INTELLIGENCE
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0
11
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0
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Saving Throw
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0
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Arcana
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0
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History
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0
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Investigation
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0
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Nature
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0
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Religion
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WISDOM
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+3
16
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+3
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Saving Throw
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+3
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Animal Handl.
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+5
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Insight
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+3
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Medicine
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+5
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Perception
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+3
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Survival
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CHARISMA
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+1
12
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+1
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Saving Throw
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+1
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Deception
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+1
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Intimidation
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+1
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Performance
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+1
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Persuasion
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EQUIPMENT PROFICIENCIES & TRAINING
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Armor Training None
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Weapons Simple weapons and Martial weapons that have the Light property
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Tools Navigator's Tools, Cartographer's Tools
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LANGUAGES
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Common, Sylvan, Halfling |
APPEARANCE
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A small fluffy, cuddly Harengon with long ears sticking through his tricorn. Wearing a darkbrown tunic and a quartstaff strapped to his back. |
DEATH SAVES
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Successes
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Failures
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HIT POINTS
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Max
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11
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Current
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11
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Temp
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WEAPONS/CANTRIPS
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ATT/DC
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DMG/TYPE
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Quarterstaff
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+5
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1d6+3 Bludgeoning
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Versatile (1d8) |
Dagger
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+5
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1d4+3 Piercing
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Finesse, Light, Thrown (Range 20/60) |
Unarmed
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+5
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1d6+3 Bludgeoning
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CLASS FEATURES
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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:
- 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.
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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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SPECIES TRAITS
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Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
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Leporine Senses. You have proficiency in the Perception skill.
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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.
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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:
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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.
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EQUIPMENT
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- Dagger
- Quarterstaff
- Navigator's Tools
- Cartographer's Tools
- Rope
- Traveler's Clothes
- Explorer's Pack
- Backpack
- Bedroll
- 2 Flasks of oil
- 10 days of Rations
- Tinderbox
- 10 Torches
- Waterskin
- Map case
- 10 sheets of Paper
- Ink
- Ink Pen
- Trinket name, trinket description (trinket).
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Coins: 32 GP 7 SP 8 CP |
SPELL SLOTS
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Lvl 1:
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Lvl 4:
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Lvl 7:
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Lvl 2:
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Lvl 5:
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Lvl 8:
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Lvl 3:
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Lvl 6:
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Lvl 9:
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SPELL EXAMPLE RITUAL
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Level 0 Transmutation (ritual) Cast Time: Action Range: 30 feet
Components: V, S, M Duration: 1 round
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Example spell description
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SPELL EXAMPLE CONCENTRATION
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Level 1 Enchantment Cast Time: 1 hour Range: 10 feet
Components: V, S Duration: Conc (1 hour)
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Spell example description
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HIGH LEVEL SPELL EXAMPLE BONUS ACTION
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Level 9 Evocation Cast Time: Bonus Action Range: 1200 feet
Components: V Duration: Instantaneous
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Kill everyone
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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.