File:Gratefulhalfling.jpg
Grateful - Level 6 (Long Death Monk 4/Circle of Wildfire Druid 2), chaotic goodish
Background: tbd
Traits
Ideals
Bonds
Flaws
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
10 |
0 |
+3
|
Dexterity |
16 |
+3 |
+6
|
Constitution |
16 |
+3 |
+6
|
Intelligence |
8 |
-1 |
-1
|
Wisdom |
16 |
+3 |
+3
|
Charisma |
8 |
-1 |
-1
|
|
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 |
0
|
Deception |
CHA |
-1
|
History |
INT |
-1
|
Insight |
WIS |
+3
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+3
|
Nature |
INT |
-1
|
Perception |
WIS |
+6
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+6
|
|
Languages
- Ubrekti (common)
- Fresian (origin)
- Goblin (halfling bonus)
- Druid (class)
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: 4/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
- Unarmored Movement: +10' Movement speed when unarmored and not wielding a shield
- Deflect Missiles: 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 + 7 (DEX modifier + 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 a range of 20/60 using 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.
- Touch of Death: your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to 7 (Wisdom modifier + monk level).
- Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 20 (5 x monk level)
- Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Wild Shape: Max CR 1/4, no fly or swim speed. 2/short rest
- Circle of Wildfire Spells:
- Summon Wildfire Spirit: As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against DC 14 (8 + PROF + WIS) or take 2d10 fire damage.
- 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 - 3 (refresh on long rest)
- Cantrips (4 Known)
- Firebolt (VS, circle spell)
- Guidance (Concentration, VS)
- Shape Water (S)
- Thunderclap (S) or Create Bonfire (Concentration, VS) or Thornwhip (VSM)
- 1st Level (5 Prepared)
- Often: Healing Word, Absorb Elements, Faerie Fire, Wildcunning, Thunderwave, Goodberry, Create or Destroy Water
Gear
Armor
Weapons
Melee Weapons
- Fists, kicks, headbutts etc: (1d4 bludgeoning, DEX to hit and damage)
- Quarterstaff
- Spear
- Handaxe
Inventory of items
Consumables
Bark, a Wildfire Spirit
- A small chaotic fire spirit that usually appears as a tiny floating burning wicker man. Bark loves to set things on fire and encourages others to start fires more often. Bark is friendly to you and your companions and obeys your commands. In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.
- Speed 20 ft., fly 30 ft. (hover)
- AC: 13
- Stats: STR 10(+0), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 15 (+2), CHA 11 (+0)
- HP: 15 (equal to the wildfire spirit's Constitution modifier + your Wisdom modifier + five times your level in this class)
- Saving Throws: Dex +5, Con +5, Wis +5
- Skills: Nature +5
- Damage Immunities: fire
- Condition Immunities: charmed, frightened, grappled, prone, restrained
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Soul Bond: The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.
- Actions (Requires Your Bonus Action)
- Flame Seed: Ranged Weapon Attack: +5 to hit, range 30 ft., one target you can see. Hit: 1d6 + 3 fire damage.
- Fiery Teleportation (Recharges after a Short or Long Rest): The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.