Difference between revisions of "LetsBuild5e:Hondo"

From RPGnet
Jump to: navigation, search
(Equipment)
(Personality)
Line 127: Line 127:
 
===Personality===
 
===Personality===
  
 +
'''Life of Seclusion:''' I retreated from society after a life-altering event.
 
'''Trait:''' I am utterly serene, even in the face of disaster.<br>
 
'''Trait:''' I am utterly serene, even in the face of disaster.<br>
 
'''Ideal:''' Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)<br>
 
'''Ideal:''' Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)<br>
'''Bond:''' I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.<br>
+
'''Bond:''' I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.<br>
'''Flaw:''' I am dogmatic in my thoughts and philosophy.
+
'''Flaw:''' I’d risk too much to uncover a lost bit of knowledge.
  
 
==Feats==
 
==Feats==

Revision as of 19:30, 21 March 2016

Apostlyte's character in LetsBuild5e.

Hondo

Name: Brother Hondo

Race: Human (size Medium)

Class/Level: Monk 3

Alignment: Lawful Neutral

Experience: 900 (need 2,700)

Quick Reference Numbers

Proficiency: +2

Initiative: +3

AC: 15

Stats/Saves

  • 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

  • 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

  • Herbalism Kit
  • Explorers Pack

Languages

  • Common (Gnomish)
  • Elvish
  • Draconic

Combat

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

Permanent Max HP: 29

Temporary Max HP: 29

Current HP: 29

Hit Dice:

  • 3(d8+2) used 0

Initiative

  • DEX +3

Attacks

  • 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

  • DEX +3
  • WIS +2

Proficiencies

  • Armor: none
  • all Simple weapons
  • Short Sword

Speed

  • 40'

Senses

Background

Hermit

Feature

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

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.

Feats

Racial Features

  • Your ability scores each increase by 1.

Class Features

  • 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

  • Short Sword
  • Explorer's pack
    • 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
    • a winter blanket
    • a set of common clothes
    • an herbalism kit
    • 5 gp

Appearance