Character Sheets
Test
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 your
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 the feature's Effects. The saving throw DC is
calculated as follows: Ki save DC = 8 + your Prof Bonus + Wisdom mod
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
15 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.)
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 1d10 + 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 (range 20 feet/60 feet) 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.
Tradition Cocky Pirate (based on Way of the Long Death and Drunken Master)
Invigorating Fighter (3rd see: Touch of Death)
Booth is invigorated when he takes someone out in a fight. 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 (11).
Tradition Barroom Brawler (6th based on Tipsy Sway)
Barroom Brawler (6th see: Tipsy Sway)
Booth loves to mix it up in a grand brawl. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending
5 feet of movement, rather than half your speed.
Redirect Attack. 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.
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. (40))
Extra Attack (Beginning at 5th Level, you can Attack twice, instead
of once, whenever you take the Attack action on Your Turn.)
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 (8+prof+wis) or be Stunned
until the end of your next turn.)
Stubborn Pirate Pride (Based on Ki-Empowered Strikes. Starting at
6th level, Booth refuses to believe anything is immune to him. Your unarmed
strikes count as magical for the purpose of overcoming Resistance and
immunity to non-magical attacks and damage.
Evasion At 7th level, your instinctive agility lets you dodge out of the way
of certain area effects, such as a blue dragon's lightning breath or a fireball
spell. When you are subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Stillness of Mind Starting at 7th level, you can use your action to end
one effect on yourself that is causing you to be charmed or frightened.
Racial Abilities and Features |
Race : Human
Languages: Common, Primordial
Features : +1 to Dex & Wis, Intimidation, Bonus Feat
Feats
Fighting Initiate - Mariner (UA). As long as you are not wearing heavy armor
or using a shield, you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a +1 bonus to armor class.
Sentinel - You have mastered techniques to take advantage of every drop in any
enemy's guard, gaining the following benefits.
When you hit a creature with an opportunity attack, the creature's speed
becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage
action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other
than you (and that target doesn't have this feat), you can use your reaction
to make a melee weapon attack against the attacking creature.
|
Skills |
(X) Denotes Proficiency (2) Denotes Double Proficiency
Skill Origin: (B) Background (R) Race (C) Class
Dexterity (+5) Strength (+0) Wisdom (+3)
(C)( ) Acrobatics (B)( ) Athletics ( )( ) Animal Handling
(C)( ) Stealth ( )( ) Insight
( )( ) Sleight of Hand ( )( ) Medicine (Wis)
(B)( ) Perception (Wis)
Intelligence (+0) Charisma (+1) ( )( ) Survival (Wis)
( )( ) Arcana (R)( ) Intimidation
( )( ) Religion ( )( ) Performance
( )( ) History ( )( ) Persuasion
( )( ) Investigation
( )( ) Nature
Tools
(B) Navigator's Tools
(C) Gaming Dice
(B) Vehicles (Water)
|
Background |
Background: Pirate
Skill Prof: Athletics, Perception
Tool Prof : Navigator's Tools, Vehicles(Water)
Bad Reputation
No matter where you go, people are afraid of you due to your reputation.
When you are in a civilized settlement, you can get away with minor criminal
offenses, such as refusing to pay for food at a tavern or breaking down
doors at a local shop, since most people will not report your activity to
the authorities.
Personality Traits
Personality :
Ideal :
Bond :
Flaw :
|
Spellcasting |
Spells Prepared Daily: (enter formula here)
Spell Slots
1st: 2 | 2nd: 0 | 3rd: 0 | 4th: 0 | 5th: 0 | 6th: 0| 7th: 0 | 8th: 0 | 9th: 0
Spells Known:
"Aerynea" My reward to you all is my Fey-wynn, my blessings, that will protect
you from all fey but me. Simply speak my name and all fey influence over a
being you can see is banished. I grant each of you a single utterance. I hope
that this shall suffice. Now the day is passing, make ready for we will depart
shortly. -Msg#224
Brannagan Brody started day drinking for New years and while drunk did some
talking to a coven of witches on your behalf. You've all received a single curse
you can use. For a single round all your attacks will deal maximum damage.
|
Equipment |
Weapons & Armour
Items Worn:
Items Carried:
Magic:
Money : CP, SP, GP, PP
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This message was last edited by the GM at 20:40, Thu 16 May.