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09:47, 2nd May 2024 (GMT+0)

Ando Corleon

  Combat Statistics 

 Hit Points    : 24         Current HP : 24
 Proficiency   : +2         Temp HP    : +0
 Initiative    : +5         Total HD   :  3d8  [-]

 Base Melee    : + 4    2 Prof + 2 Str + 0 misc
 Base Ranged/Finesse   : + 7    2 Prof + 5 Dex + 0 misc
 Base Spell    : + 4    2 Prof +  2 Mod + 0 misc
  Ki Save DC = 12

 Armor Class   : 18     10 + 5 dex + 3 wis

 Vulnerability : sunlight
 Resistance    : charm, sleep
 Weapon : Unarmed 1d4+5
 Weapon    : Selim's dagger, atk+7 1d4p+5, 1lb Finesse, light, thrown (range 20/60)
 Weapon    : scimitar atk +7 1d6s+5   finesse, light
 Weapon    : heavy xbow atk +7 1d10+5 heavy, two handed, loading (100,400)

  Basic Information 

Ando Corleon Drow/Dark Elf
level 3 Monk former soldier
H: 5'9" W: 140lbs
Dark Vision: 120'
Align: NG
Black Skin, Red eyes
Speed: 40
XP: 9000
27000 to level 4

  Character Race/Class Information 

 Level  3 Class :   monk HP  : 30/30  1d8+2Con mod

race:
dex +2, prof perception, advantage on saves charm, magic can't put to sleep, trance replaces sleep, long rest=4 hours, charisma +1, disadvantage in sunlight, dancing lights cantrip, faerie fire at level 3, darkness at level 5, charisma is spellcasting ability for those, prof with rapiers shortswords and hand xbows.

class:
Armor: None
Weapons: Simple weapons, shortswords
Tools: woodworking tools
Saving Throws: Strength, Dexterity
Skills: Religion, Stealth

  Background/Inspiration 

 Inspired : Yes / [No]   Using inspiration gives you advantage.

Forced from home to be a former soldier in the Unthalaas army, Ando made his masters proud and earned his freedom, continuing his soldier career as a scout and cavalier for some time before retiring at 120. He then sought the way of peace and became a Shou Lung monk, travelling the world to visit different monasteries, but never staying long enough to unlock his full potential.

Background : soldier
 -Skill Prof : athletics, intimidation
 -Tool Prof  : chess, land vehicles
 -Feature    : military rank

 Personality Traits : I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
 Ideals : Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
 Bonds  : I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
 Flaws  : I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.

  Senses 

 Passive Perception     : 15  10 + 2 prof +  3 Wis + 0 adv* + 0 misc
 Passive Investigation  : 12  10 + 0 prof +  2 Int + 0 adv* + 0 misc
 Passive Insight        : 13  10 + 0 prof +  3 Wis + 0 adv* + 0 misc
  *Add or subtract 5 to passive based on having advantage or disadvantage.

 Vision : 120ft dark vision

  Ability Scores 

 Strength     : 15 (+2)     15 std array +  racial + 0 level + 0 misc
 Dexterity    : 20 (+5)     18 std array + 2 racial + 0 level + 0 misc
 Constitution : 16 (+2)     15 std array +  racial + 0 level + 0 misc
 Intelligence : 14 (+2)     14 std array + 0 racial + 0 level + 0 misc
 Wisdom       : 15 (+3)     16 std array + 0 racial + 0 level + 0 misc
 Charisma     : 14 (+2)     13 std array + 1 racial + 0 level + 0 misc

 Carry Capacity   : 225 lbs.    Str x 15
 Lift, Drag, Push : 450 lbs.    Str x 30

  Saving Throws 

Strength and Dexterity

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

  Skills and Languages 

 [P] denotes a skill that a character is proficient in

 [ ] Acrobatics         : 5    0 prof + 5 Dex + 0 misc
 [ ] Animal Handling    : 3    0 prof + 3 Wis + 0 misc
 [ ] Arcana             : 2    0 prof + 2 Int + 0 misc
 [p] Athletics          : 4   2  prof + 2 Str + 0 misc
 [] Deception          : 2    prof + 2 Cha + 0 misc
 [] History            : 2    0 prof + 2 Int +
 [ ] Insight            : 3    0 prof + 3 Wis + 0 misc
 [p] Intimidation       : 4    2 prof 2 Cha + 0 misc
 [ ] Investigation      : 2    0 prof + 2 Int + 0 misc
 [] Medicine           : 3   prof + 3 Wis + 0 misc
 [ ] Nature             : 2    0 prof + 2 Int + 0 misc
 [p ] Perception         : 5    2 prof + 3 Wis + 0 misc
 [ ] Performance        : 2   0 prof 2 Cha + 0 misc
 [ ] Persuasion         : 2    0 prof 2 Cha + 0 misc
 [P] Religion           : 4    2 prof + 2 Int + 0 misc
 [ ] Sleight of Hand ^  : 5    0 prof + 5 Dex + 0 misc
 [P] Stealth            : 7    2 prof + 5 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : 3    0 prof + 3 Wis + 0 misc

 Languages : Common, elven, dwarf, undercommon

  Feats 

Lvl Proficiency Bonus Features Martial Arts Unarmored Movement
1st +2 Unarmored Defense, Martial Arts 1d4 —
2nd +2 Ki, Unarmored Movement 1d4 +10 ft.
3rd +2 Monastic Tradition, Deflect Missiles 1d4 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d4 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d6 +15 ft.
6th +3 Ki Strikes, Monastic Tradition feature 1d6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 +15 ft.
8th +3 Ability Score Improvement 1d6 +15 ft.
9th +4 Unarmored Movement improvement 1d6 +15 ft.
10th +4 Purity of Body 1d6 +20 ft.
11th +4 Monastic Tradition feature 1d8 +20 ft.
12th +4 Ability Score Improvement 1d8 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 +20 ft.
14th +5 Diamond Soul 1d8 +25 ft.
15th +5 Timeless Body 1d8 +25 ft.
16th +5 Ability Score Improvement 1d8 +25 ft.
17th +6 Monastic Tradition feature 1d10 +25 ft.
18th +6 Empty Body 1d10 +30 ft.
19th +6 Ability Score Improvement 1d10 +30 ft.
20th +6 Perfect Self 1d10 +30 ft.

Martial Arts
Your practice of martial arts gives mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property.

You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield:

Unarmed strikes and monk weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons. This die increases as you gain monk levels, as shown on the table above.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.

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 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 2 + your Wisdom modifier 2 =12

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.


Monastic Tradition
WAY OF THE SHADOW
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

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 (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.

  Money and Equipment 

 Armor     : none

 Weapon    : Selim's dagger, 1d4p, 1lb Finesse, light, thrown (range 20/60)
 Weapon    : scimitar
 Weapon    : heavy xbow

 equipment: black and purple monk robes. A canvas explorer's backpack that is completely empty.
 Jewelry: small flat smoothed piece of granite on a leather thong

 Money :  0 GP 20SP Hillsfar.

  Magic 

dancing lights cantrip, faerie fire at level 3, darkness at level 5, charisma is spellcasting ability for those,