RolePlay onLine RPoL Logo

Welcome to Hello, World! (DM's first time running 5e)

20:10, 27th April 2024 (GMT+0)

Raichel

Name: Raichel Thunderstone
Nickname: Rai, Rayray, 'Chel
Class: Monk (Lvl 2)
Alignment: Lawful Good
Age: 15 Height: 5'4" Weight: 130 Lbs
Hair color: Brown Eyes: Blue
Deity: Tyr, lawful good god of justice
 Symbol: Balanced scales resting on a warhammer
 Domain: War


Initiative: +8*   Speed: 40'   Vision: Normal
*Can't be surprised
Passive Perception: 15, Passive Investigation: 12

AC: 10 + 3 (Dex) + 3 (Wis) = 16*
*Can't be surprised. Hidden creatures don't gain combat advantage against Rai.
Save Proficiencies: (Prof + Ability Mod)
    Strength (2+2): 4
Constitution (0+0): 0
   Dexterity (2+3): 5
Intelligence (0+0): 0
      Wisdom (0+3): 3
    Charisma (0+0): 0

Hit Dice: 1d8
HP: 13 (1d8+0(Con*Lvl)+5)

STR: 14
CON: 10
DEX: 16 (15+1)
INT: 10
WIS: 16 (15+1)
CHA: 10

Proficiency Bonus: +2

Melee Attack: 2(Prof)+3(Dex) = 5
  Unarmed: 1d4+3 Bludgeoning
  Quarterstaff: 1d8+3 Bludgeoning

Ranged Attack: 0(Prof)+0(Dex) = 0/0


Ki Points: 2
Ki Save DC: 8+2(proficiency)+3(Wis) = 13
Flurry of Blows (1 Pnt): 2 unarmed strikes as bonus action instead of 1.
Patient Defense (1 Pnt): Dodge action as a bonus action on your turn.
Step of the Wind (1 Pnt): Disengage or Dash as a bonus action on your turn, and your jump distance is doubled for the turn.


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.
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 chapter 5

Ki
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 show n 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 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 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 show n 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.



Skill Proficiencies: (B=Background,C=Class,R=Race)
C Acrobatics (Dex): 2(prof)+3(Dex)=5
  Animal Handling (Wis): 3
  Arcana (Int): 0
C Athletics (Str): 2(prof)+2(Str)=4
  Deception (Cha): 0
  History (Int): 0
B Insight (Wis): 2(prof)+2(Wis)=5
  Intimidation (Cha): 0
B Investigation (Int): 2(prof)+0(Int)=2
  Medicine (Wis): 3
  Nature (Int): 0
  Perception (Wis): 2(prof)+2(Wis)=5
  Performance (Cha): 0
  Persuasion (Cha): 0
  Religion (Int): 0
  Sleight of Hand (Dex): 3
R Stealth (Dex): 2(prof)+3(Dex)=5
  Survival (Wis): 3

Proficiencies:

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one
musical instrument (chose flute)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a shortsword or (b) any simple weapon (chose quarterstaff)
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Feats:
01) Alert
Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.


Languages: Common, Draconic, Dwarven, Elven


Background: City Watch
You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.
Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.


Skill Proficiencies: Athletics Investigation, Insight
Languages: Two of your choice
Equipment: A uniform in the style of your unit and
indicative of your rank, a horn with which to summon
help, a set of manacles, and a pouch containing 10 gp

quote:
VARIANT: INVESTIGATOR
Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics


Feature: Watcher's Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter




Traits: I have a strong sense of fair play and always try to find
the most equitable solution to arguments.
Ideals: Justice weighed with mercy and honor.
Bonds: My honor is my life.
Flaws: I am impatient, quick to judge, and can have a short temper.


-------------------------
Carrying Capacity:
Normal: 210 lbs
Push/Drag/Lift: 420 lbs

Catfolk (reflavored Human)
Ability Score Increase. +1 to two ability scores of your choice.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Type. N/A
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
-------------------------------------------