File:Join.jpg
Join - Level 6 ("Peace" Zupanist Cleric 4/Dragon Monk 2), very chaotic, mostly goodish
Background: probably outlander or some religious one
Traits
- smash the Alexandrian Church, Eastern and Western. It is based on lies and beyond reform. Only the teachings of the Prophet and the recent revelations of ?? tell the true story of history and divine power.
Ideals
- the rich and powerful only become so by theft and cruelty.
- "while there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free."
Bonds
- always aid the weak and oppressed against the strong and powerful
Flaws
- gets in fights by running their mouth too much.
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
-1 |
+2
|
Dexterity |
16 |
+3 |
+6
|
Constitution |
16 |
+3 |
+6
|
Intelligence |
8 |
-1 |
-1
|
Wisdom |
16 |
+3 |
+3
|
Charisma |
10 |
0 |
0
|
|
Secondary Attributes
Hit Points |
51 (Level 1: 8 + 3 CON; 2-6: 5 + 3 CON)
|
Armor Class |
16 (3 WIS + 3 DEX)
|
Proficiency Bonus |
+3
|
Passive Perception |
16
|
Initiative |
+3
|
Base Speed |
35 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+6
|
Animal Handling |
WIS |
+3
|
Arcana |
INT |
-1
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
-1
|
Insight |
WIS |
+6
|
Intimidation |
CHA |
0
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+3
|
Nature |
INT |
-1
|
Perception |
WIS |
+6
|
Performance |
CHA |
0
|
Persuasion |
CHA |
0
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+6
|
|
Languages
- Ubrekti (common)
- Fresian (origin)
- Goblin (halfling bonus)
Class and Background Abilities
- Unarmored Defense: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Martial Arts: DEX for unarmed, bonus attack
- Ki: 2/short rest
- Flurry of Blows: 1 Ki point to make 2 unarmed attacks as bonus action
- Patient Defense: 1 Ki point to dodge as bonus action
- Step of the Wind: 1 Ki point to disengage or dash as bonus action, jump distance doubled.
- Unarmored Movement: +10' Movement speed when unarmored and not wielding a shield
- Dedicated Weapon: Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria:
- The weapon must be a simple or martial weapon, You must be proficient with it, and it must lack the heavy and special properties.
- Implement of Peace: Insight proficiency
- Emboldening Bond: You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Channel Divinity (1/short rest):
- Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
- Harness Divine Power: As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
- Balm of Peace: As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
- Feat: Resilient(CON)
Race Abilities
- Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Nimble: You can move through the space of any creature that is of a size larger than yours.
- Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
|
Spellcasting
- Ability: Wisdom, Spell Save DC: 13, Spell Attack Bonus: +5
- Spell Slots: 1st - 4, 2nd - 2 (7 prepared, refresh on long rest)
- Cantrips (3 Known)
- Guidance (Concentration, VS)
- Light (VM)
- Toll the Dead (VS)
- 1st Level
- Domain(always prepared): Heroism, Sanctuary
- Frequently prepared: Bless, Detect Magic, Guiding Bolt, Healing Word, Purify Food and Drink, Shield of Faith
- 2nd Level
- Domain(always prepared): Aid, Warding Bond
- Frequently prepared: Blindness/Deafness, Hold Person, Lesser Restoration, Silence
Gear
Armor
Weapons
Melee Weapons
- Fists, kicks, headbutts etc: (1d4 bludgeoning, DEX to hit and damage)
- Quarterstaff
Inventory of items
Consumables