LetsBuild5e:Hondo

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Apostlyte's character in LetsBuild5e.

Hondo[edit]

Name: Brother Hondo

Race: Human (size Medium)

Class/Level: Monk 3

Alignment: Lawful Neutral

Experience: 900 (need 2,700)

Quick Reference Numbers[edit]

Proficiency: +2

Initiative: +3

AC: 15

Stats/Saves[edit]

  • STR 14 (+2/+4)
  • DEX 16 (+3/+5)
  • CON 14 (+2/+2)
  • INT 10 (+0/+0)
  • WIS 15 (+2/+2)
  • CHA 9 (-1/-1)

Skills[edit]

  • Acrobatics (DEX) +5
  • Animal Handling (WIS) +2
  • Arcana (INT) +0
  • Athletics (STR) +2
  • Deception (CHA) -1
  • History (INT) +0
  • Insight (WIS) +4
  • Intimidation (CHA) -1
  • Investigation (INT) +0
  • Medicine (WIS) +4
  • Nature (INT) +0
  • Perception (WIS) +2
  • Performance (CHA) -1
  • Persuasion (CHA) -1
  • Religion (INT) +2
  • Sleight of Hand (DEX) +3
  • Stealth (DEX) +3
  • Survival (WIS) +2

Tool Proficiencies[edit]

  • Herbalism Kit
  • Explorers Pack

Languages[edit]

  • Common (Gnomish)
  • Elvish
  • Draconic

Combat[edit]

Reactions:

Bonus Actions:

  • Unarmed Attack
  • Use Flurry of Blows (1 ki)
    • It must succeed on a Dexterity saving throw or be knocked prone.
    • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
    • It can’t take reactions until the end of your next turn.
  • Use Patient Defense (1 ki)
  • Use Step of the Wind (1 ki)

HP[edit]

Permanent Max HP: 30

Temporary Max HP: 30

Current HP: 30

Hit Dice:

  • 3(d8+2) used 0

Initiative[edit]

  • DEX +3

Attacks[edit]

  • Short Sword (+5 to hit, 1d6+3 piercing)
  • Unarmed Strike (+5 to hit, 1d4+3 bludgeoning)
  • Dart (+5 to hit, 1d4+3 piercing, 20/60)

AC[edit]

  • DEX +3
  • WIS +2

Proficiencies[edit]

  • Armor: none
  • all Simple weapons
  • Short Sword

Speed[edit]

  • 40'

Senses[edit]

Background[edit]

Hermit

Feature[edit]

Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people w ho or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Personality[edit]

Life of Seclusion: I retreated from society after a life-altering event.
Trait: I am utterly serene, even in the face of disaster.
Ideal: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Bond: I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaw: I’d risk too much to uncover a lost bit of knowledge.

The Beginning

Never knowing where his next meal was coming from or whether he was to survive a beating this day or the next from his family of orphans or his supposed care takers, Hondo could no longer afford to suffer the injustices that were his life. Hungry and afraid, he developed a tenuous relationship with the marks he had been forced to steal from. Each tavern owner and merchant with which he supped for mere minutes of each day owed him for small bits of information or tasks that he was available to provide which they gladly traded for what he needed to get by.

After a few years, he had developed a solid relationship with the local monastery for whom he ran errands, and things started to line up for Hondo. He was tired of running and not belonging, the street life was simply not the way he wanted to live. The Way of the Eternal Flame had for him structure, a dry and safe place to sleep every night and the possibility of a crucible moment every day in which he could burn away the tattered beginnings of his life and serve a purpose.

The Turn

He never gave thought to whom he served above and beyond his teachers. They were learned and just. In all their hearts was a bright ember that could be fanned to burn away the chaff that surrounded them. A singular cleansing purpose. Hondo excelled in his instruction and took to the orders philosophies in equal stride.

The dawn of his initiation into the order came shortly after his 18th summer and to usher him in, he was given his most important task to date. Hondo's target was one that had caused great harm to the order. He would bring the person to justice, he swore to his elders.

As the mission unfolded, several things occurred to him. As one of his dearest confidants growing up on the streets life's blood soaked his garments, Hondo realized he was a pawn. He was not an instrument of justice, but a tool of ignorance that had been told to strike and he had done so without the benefit of knowledge. What was his friends crimes? The support of a cause to overturn the iron control of the magrocracy and even his base desire to see him tried justly for his ill intent was denied him as he was killed in cold blood. A wrong that now sat on his conscience.

Righting Wrong

He fled. There were no words that given to him had eased his disposition. Hondo knew that he had invested too much time in the ranks of those that cared not for the craft that they pursued with heart soul and body. With him was the pack on his back and his sword at his side. In his scroll case was every document he could lay his hands on that could possibly be incriminating though he doubted it. He was watched every where he went in that blasted compound he realized after the mission.

He knew how to survive on little and he had learned much even in his short time with his former order. As he wondered the lands to the east of his former home, he found signs of civilization. He diligently did all that he could to find the source to no avail. He waited where he knew they must come, but even his patience was bested. So he pushed his physical boundaries of endurance one time too many and found himself in a spartan cell with water and flatbread of sorts at his elbow.

The next year could be summarized by his former life as remedial and 'at a stand still.' Even so, he learned more about himself and reaffirmed his beliefs in that short time frame than he had even during his trials on the streets.

Hondo, after proving his character and ethics, counted himself as what appeared on the outside a rag tag group of misplaced members who really had fled from persecutions of a finer sort. His own flight that of moral imbalances that had threatened to sink him into an empty existence. Their elders were the Elven folk and their martial arts was one of the purest forms focusing on the perfect balance of self.

Feats[edit]

Racial Features[edit]

  • Your ability scores each increase by 1.

Class Features[edit]

  • 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.
  • 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. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • 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.
    • 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.
  • Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of our expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist he feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
    • 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.
    • Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
    • 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.
  • 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. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
  • Monastic Tradition: Open Hand Technique
    • You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
      • It must succeed on a Dexterity saving throw or be knocked prone.
      • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
      • It can’t take reactions until the end of your next turn.
  • Deflect Missiles: 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 1d 10 + your Dexterity modifier + your monk level. 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.

Equipment[edit]

  • Short Sword
  • Explorer's pack: has built in sheath for a short sword and is crafted of the finest material.
    • Backpack
    • Bedroll
    • Mess kit
    • Tinderbox
    • 10 torches
    • 10 days of rations
    • Waterskin
    • 50 feet of hempen rope
    • a scroll case stuffed full of notes from your studies or prayers
      • one piece of unrefutable evidence
    • a winter blanket
    • a set of common clothes
    • an herbalism kit
    • 5 gp

Appearance[edit]

Very light blonde Brown eyes Light tan to olive skin tone Hondo has been in more fights than he can count and his face shows it. His septum can be pushed into several different unique angles. He is missing a handful of teeth. Scar tissue under his lip from punches make it look like he has a mouth full of gravel. He is missing the upper half of his right ear. He has an odd roll to his shoulders and slight undulation to his back when he walks though it does not hinder him.



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