Bok_Choi

Do'an the Death Monk

Apr 30th, 2020
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  1. ~~General Info~~
  2. Class: Monk: Way of the Long Death
  3. Race: Grung
  4. Name: Do'an Neymoreno
  5. Sex: M
  6. Alignment: Lawful Good
  7. Age: 5
  8. Background:
  9. Saving Throws: Strength, Dexterity
  10. Skill Proficiencies: Acrobatics, Stealth, Perception
  11. Tool Proficiencies: Simple Weapons, shortswords, painter’s supplies
  12. Languages: Grung, Common,
  13. Proficiency bonus: 3
  14.  
  15. ~~Background: Far Traveler~~
  16.  
  17. Feature: All Eyes on You
  18. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parlay this attention into access to people and places you might not otherwise have, for you and your traveling companions.
  19. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  20.  
  21. Personality Trait: I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
  22. Bond: I hold no greater cause than my service to my people.
  23. Ideal: Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage
  24. Flaw: I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
  25.  
  26.  
  27. ~~Race Traits~~
  28.  
  29. Age: Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
  30. Arboreal Alertness: You have proficiency in the Perception skill.
  31. Size: Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.
  32. Your base walking speed is 25 feet, and you have a climbing speed of 25 feet. (40 feet with Unarmored Movement)
  33. Amphibious: You can breathe air and water.
  34. Poison Immunity: You’re immune to poison damage and the poisoned condition.
  35.  
  36. Poisonous Skin:
  37. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  38. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
  39.  
  40. Standing Leap: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  41.  
  42. Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
  43.  
  44.  
  45. ~~Class Traits~~
  46.  
  47. Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  48.  
  49. Martial Arts: 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.
  50.  
  51. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
  52.  
  53. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  54. You can roll a (d6) 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.
  55. 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.
  56. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
  57.  
  58. Unarmored Movement: 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. (15 ft)
  59.  
  60. Deflect Missile: 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. (1d10+15)
  61.  
  62. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
  63.  
  64. Slow Fall: 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. (30)
  65.  
  66. Extra Attack
  67.  
  68. ~Ki: [Ki save DC: 8 + Prof + Wis (13)]~
  69.  
  70. 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.
  71.  
  72. Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  73.  
  74. 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.
  75.  
  76. Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. 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.
  77.  
  78. ~Way of the Long Death~
  79.  
  80. Touch of Death:
  81.  
  82. Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
  83.  
  84. Hour of Reaping:
  85.  
  86. At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  87.  
  88.  
  89. ~Stats: (16, 14, 13, 12, 12, 7)~
  90.  
  91. Strength: 12 (+1)
  92. Dexterity: 16 -- 18 -- 20 (+5)
  93. Constitution: 13 -- 14 (+2)
  94. Wisdom: 14 (+2)
  95. Intelligence: 7 (-2)
  96. Charisma: 12 (+1)
  97.  
  98. HP: 57
  99. AC: 17 (Unarmored Defense)
  100. GP:
  101. Ki points: 6
  102. Level 6
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