Уэна Момо
Автор:
Мантра от невменоза
Раса: Человек, Класс: Ямабуси
Обаяние: Крутой
Принципиальный нейтральный
Инвентарь:HP 31/31| AC 18 | Ki 4/4
Abilities: Detect Evil And Good 1/1
Weapons & Armor:— Quarterstaff | 1d6 bludgeoning | Versatile (1d8)
— Unarmed Strike (right hand) | 1d4+1 bludgeoning | Magic +1 to hit | 精神 (Spirit)
— Unarmed Strike (left hand) | immunity -> resistance -> susceptibility | 禁制 (Forbidden)
— Unarmored Defense | AC 10 + DEX + WIS
— 10 darts
Equipment:— Traveler's Clothes
— Black and white hip-length haori
— Hard-shell Turtle Menpo
— Explorer's Pack
— Go gaming set
— Poorly wrought maps from homeland
— Small piece of jewelry worth 10 gp in the style of Hokkaido's craftsmanship
— Dried cedar cone (Trinket)
— Pouch containing 5 gp
— Vial with Greater Healing 4d4+4
Навыки:LN MEDIUM FEMALE HUMAN MONK 4 LVL (2700 EXP)
Languages: Japanese, Any (Human), Any (Far Traveler)
Proficiency bonus: +2
ABILITY SCORES Strength 18 [+4] (
+PB, if Melee)
Dexterity 18 [+4] (
+PB, if Ranged)
Constitution 14 [+2] (
+HP, Con×Lvl)
Intelligence 10 [+0]
Wisdom 18 [+4] (
+PB, if Spell)
Charisma 14 [+2]
Ability score calculation:
Strength 17 (+1 human)
Dexterity 17 (+1 human)
Constitution 12 (+1 human +1 feat)
Intelligence 9 (+1 human)
Wisdom 17 (+1 human)
Charisma 13 (+1 human)
SAVING THROWSStrength, Dexterity, Constitution
SKILLS & TOOLS— Acrobatics (monk), Athletics (monk), Animal Handling (Trinket), Insight (Far Traveler), Perception (Far Traveler), Survival (Human)
— Tools (Cook's Utensils)
— Gaming Set (Go)
SPELLS1st lvl: Detect Evil And Good (1/day)
FAR TRAVELER BACKGROUND FEATAll Eyes On You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
YOUR CLASS FEATURESProficiencies: simple weapons, shortswords
—
Feature (1 lvl): Unarmored DefenseBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
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Feature (1 lvl): Martial ArtsAt 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.
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Feature (2 lvl): KiStarting 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- 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.
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Feature (2 lvl): Unarmored MovementStarting 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.
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Feature (3 lvl): Monastic Tradition: Way of the Four Elements- Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.
Daichi no yure (2 ki)Fist of Unbroken AirYou can spend 2 ki points as an action to shake the ground with a powerful stomp, shoving a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Sora no kaminari (2 ki)Fist of Four ThundersAs an action, you clap your hands to create a thunderous force that sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage, plus an extra 1d8 thunder damage for each additional ki point you spend, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
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Feature (3 lvl): Deflect MissilesStarting 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.
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Feat (4 lvl): Resilient (Con)- Your Constitution increases by 1.
- You gain proficiency with Constitution saving throws.
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Feature (4 lvl): Slow FallBeginning 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.
Внешность:Характер:Нет описания.
История:Нет описания.