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Bok_Choi

Sigma Sagittari

Jan 8th, 2020
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  1. Sigma
  2. (16, 14, 13, 11, 11, 10)
  3. Race: Tabaxi
  4. Class: Monk (tbd)
  5. Name: Sigma Sagittarii
  6. Sex: M
  7. Alignment: Chaotic Neutral
  8. Age: 22
  9. Saving Throws: Strength, Dex
  10. Armour/Weapon Proficiencies: Simple weapons, shortswords
  11. Skill Proficiencies: Acrobatics, History, Perception, Stealth, Athletics, Performance
  12. Tool Proficiencies: Brewer’s supplies
  13. Languages:
  14. Proficiency bonus: +3
  15.  
  16. Race Feats:
  17. Ability scores increase: Dex +2, Charisma +1
  18. Size: Medium
  19. Speed: 30
  20. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  21. Feline Agility: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  22. Cat’s Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier
  23. Cat's Talent. You have proficiency in the Perception and Stealth skills.
  24. Languages. You can speak, read, and write Common and one other language of your choice
  25.  
  26. Background: Sailor
  27. Skill Proficiencies: Athletics, Perception
  28. Tool Proficiencies: Navigator's tools, vehicles (water)
  29. Feat: Ship’s Passage
  30. When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
  31.  
  32. Class Feats:
  33. At 1st level,your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:
  34. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  35. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  36. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  37.  
  38. FLURRY OF BLOWS: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  39. PATIENT DEFENSE: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  40. STEP OF THE WIND: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  41.  
  42. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
  43.  
  44. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10+your Dexterity modifier+your monk level. You can catch it if the damage is reduced to 0 and spend a ki point to make a ranged attack with it as a monk weapon (+ proficiency)
  45.  
  46. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
  47.  
  48. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  49.  
  50. Starting at 5th level, when you hit another creature with a melee weapon attack. you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  51.  
  52. Way of the Drunken Master
  53. At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn
  54.  
  55. Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
  56. Leap to Your Feet.
  57. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Redirect Attack.
  58. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
  59.  
  60. Stats: (16, 14, 13, 11, 11, 10)
  61. Str: 12 (+1)
  62. Dex: 16 (+3)
  63. Con: 16 (+3)
  64. Int: 10 (+0)
  65. Wis: 14 (+2)
  66. Chr: 12 (+1)
  67. HP: 32
  68. AC: 15
  69. Ki points: 5
  70.  
  71. Level: 5
  72.  
  73.  
  74. Equipment: A shortsword, Dungeoneer’s pack, 10 darts, A belaying pin (club), 50 feet of silk rope, a lucky charm (A matching deck of cards), a set of common dothes, and a belt pouch containing 10 gp.
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