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Post by Drake/Xynon on May 3, 2021 9:36:30 GMT
Name: Xynon Wrathclaw Class and level: Way of the Astral Self Monk (6) Race: Leonin Background: Faction Agent - The Harpers Alignment: Neutral Good Size: Medium Age: 24 Experience: 20,701/23,000 Proficiency bonus: +3
Appearance:
Xynon stands at 6ft 3in (253lb), he is lithe and and toned, though not as bulky as others of his race. He has a mane of orange-brown hair with several braids throughout. The fur that covers the rest of his body is much lighter that that of his mane. He almost always has a cigar hanging from his mouth, though not always lit. He wears a sleeveless white vest with bright red trimmings, a small patch, that of a silver crescent moon surrounding a harp, adorns the underside of his vests collar. He wears loose fitting black shorts, also with red trimming, tied with a simple white belt. Just above his belt is a sword, slightly longer than the average shortsword but much thinner. (A Jian) His forearms and shins are wrapped in alternating red and white cloth.
Astral Arms - When brought forth red and white spectral arms emerge from Xynon's shoulders. These arms appear very similar to his own only larger and more muscular.
Astral Visage - When brought forth a red and white spectral version of Xynon face covers his own, this face shows never shows any emotion and its eyes are always closed.
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Post by Drake/Xynon on May 3, 2021 9:37:17 GMT
Stat and Modifiers
Str: 9 Mod: -1
Dex: 16 Mod: +3
Con: 16 Mod: +3
Int: 13 Mod: +1
Wis: 16 Mod: +3
Cha: 13 Mod: +1
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Post by Drake/Xynon on May 3, 2021 9:37:27 GMT
Saving Throws Stat | Proficient? | Modifier | Strength | Yes | +2 | Dexterity | Yes | +6 | Constitution | No | +3 | Intelligence | No | +1 | Wisdom | No | +3 | Charisma | No | +1 |
Skills |
| | Skill | Proficient | Modifier | Acrobatics | Yes | +6 | Animal Handling |
| +1 | Arcana |
| +1 | Athletics |
| -1 | Deception |
| +1 | History |
| +1 | Insight | Yes | +6 | Intimidation |
| +1 | Investigation | Yes | +4 | Medicine |
| +3 | Nature |
| +1 | Perception | Yes | +6 | Performance |
| +1 | Persuasion |
| +1 | Religion |
| +1 | Sleight of Hand |
| +3 | Stealth | Yes | +6 | Survival |
| +3 |
Passive Perception 16
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Post by Drake/Xynon on May 3, 2021 9:37:43 GMT
Initiative: +3 Speed: 50ft Maximum hitpoints: 50 HP: 40/50 Armor Class: 16 Ki - 6/6 Ki uses: - Flurry of Blows (1, Bonus)
- Patient Defense (1, Bonus)
- Step of the Wind (1, Bonus)
- Stunning Strike (1)
- Ki-fuelled Attack (1)
- Quickened Healing (2, Action)
- Focused Aim (1-3)
- Arms of the Astral Self (1, Bonus)
- Visage of the Astral Self (1, Bonus)
Hitdice: 6D8 Current Hit dice: 2D8 Death Saves Success O O O Failure O O O Exhaustion O O O O O O
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Post by Drake/Xynon on May 3, 2021 9:37:57 GMT
Languages and proficiencies
Languages: Common, Leonin, Dwarvish, Elvish
Proficiencies Tool Proficiencies: Weapon Proficiencies: Simple & Shortswords Armor Proficiencies:
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Post by Drake/Xynon on May 3, 2021 9:38:09 GMT
Attacks and Spellcasting Weapon | Attack Bonus | Damage & Type | Unarmed Strike (Claw) | +6 | 1D6 +3 Slashing | Martial Arts | +6 | 1D6 +3 Bludgeoning | Astral Arms | +6 | 1D6 +3 Force | Shortsword | +6 | 1D6 +3 Piercing |
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Post by Drake/Xynon on May 3, 2021 9:38:27 GMT
Wealth |
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| Copper |
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| Silver |
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| Electum |
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| Gold | 9 |
| Platinum |
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Carry Capacity - 135lb On Person:32.18lb Item | Description | Value | Weight | Backpack | | | 27lb | Coin Pouch | | | 0.18lb | Cigar | Hanging from his mouth | 5sp |
| Cigar Cutter | Pocket | 1gp |
| Tinderbox | Pocket | 5sp | 1lb | Periapt of Wound Closure | Attuned | | | Shortsword | Sheathed across lower back | 10gp | 2lb | Ration | Pocket | 5sp | 2lb | Sending Stones | Pocket | | |
In Backpack: Item | Description | Value | Weight | Mess kit | Side pouch | 2sp | 1lb | Waterskin | Hung from Side pouch | 2sp | 5lb | Rations (8) | | 5sp (4gp) | 2lb (16lb) | Faction Text | | | 5lb | Cigars (6) | Main pouch in a small box | 5sp (3.5gp) | |
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Post by Drake/Xynon on May 3, 2021 9:38:38 GMT
Personality Traits: - I watch over my friends, or those I'm tasked to guard, as if they were a litter of newborn pups
- Is quiet more often than not choosing to let those he is guarding do the speaking.
Ideals: - Material goods come and go. Bonds of Friendship last forever
Bonds: Flaws: - Once someone questions my courage, I never back down no matter how dangerous the situation
Assumptions: - When in battle with multiple attacks, if Xynon fells his opponent and has any remaining attacks left he will use them on any other nearby enemy
- When exploring Xynon walks besides Mikey, he will also stop the group if he notices enemies, traps etc
- Whenever a missile attack will use Deflect Arrow
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Post by Drake/Xynon on May 3, 2021 9:38:53 GMT
Features and Traits
Darkvision - Leonin You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Claws - Leonin Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hunter’s Instincts - Leonin You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Daunting Roar - Leonin As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Unarmored Defense - Monk 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 - Monk (D6) 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 the Weapons section.
Ki - Monk (6) 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 + your Wisdom modifier (14)
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 - Monk (+15ft) 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 - Monk (Way of the Astral Self) When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles - Monk 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 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, which has a normal range of 20 feet and a long range of 60 feet.
Ability Score Improvement - Monk (+1 Dex, +1 Con) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Slow Fall - Monk 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.
Extra Attack - Monk Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike - Monk 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 or be stunned until the end of your next turn.
Ki-Empowered Strikes - Monk Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ki-Fueled Attack - Monk Optional Feature If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Quickened Healing - Monk Optional Feature As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Focused Aim - Monk Optional Feature When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Arms of the Astral Self - Monastic Tradition
Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. You can use the spectral arms to make unarmed strikes. When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Visage of the Astral Self - Monastic Tradition
You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
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Post by Drake/Xynon on May 3, 2021 9:39:26 GMT
Backstory
Xynon was born to a family of scholars who had an interest in gathering and sharing knowledge for the betterment of thier tribe. Xynon however, never fully embraced the idea of actually learning and studying but rather protecting those who did and aiding them in dangerous places, this lead him the The Harpers and away from his tribe.
Since working for The Harpers Xynon has travelled far and wide acting as a bodyguard for various scholars and archaeologists, this gave him a great opportunity to practice his martial arts and discover ancient martial arts techniques, over the years he has spent travelling and protecting those in search of knowledge Xynon picked up some of thier skills and eventually started to enjoy not only being the bodyguard but also assisting in the search for knowledge.
His current job; that of guarding Volo, has taught him the most, especially since this job has taken several years. Over those years the two became good friends. Volo taught him the runic language of the Dwarves and the language of the Elves, so that Xynon was able to better assist in the search of knowledge. Volo also shared some of his great knowledge on the creatures of the world, though he Xynon wasn't able to absorb much of that but still made for great campfire conversation and tactics when this went awry. Now the pair have made their way to Waterdeep while on the search for thier next piece of knowledge.
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