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Rome Primus

lv.9 Monk(Mercy and 4 elements revised) 9 Class & Level
Outsider( Sea of Sorrow) Background
Tortle Race
Lawful Neutral Alignment

Strength 24
+7
Dexterity 20
+5
constitution 28
+9
intelligence 14
+2
wisdom 24
+7
charisma 18
+4
Total Hit Dice 9
Hit Die
1d9+9
+4 proficiency bonus
+11 Strength
+11 Dexterity
+12 Constitution
+4 Intelligence
+10 Wisdom
+7 Charisma
saving throws
+9 Acrobatics
+7 Animal Handling
+2 Arcana
+15 Athletics
+4 Deception
+2 History
+11 Insight
+4 Intimidation
+2 Investigation
+11 Medicine
+2 Nature
+11 Perception
+4 Performance
+8 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+101 Survival
skills Passive insight 21 Passive perception 21 passive int 12 proficiencies

 
25
Armor Class
206
Hit Points
+10
Initiative
55
Speed
Attacks
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords, monk weapons.
Tools: All crafting tools, cooking utensils.
Saving Throws: Dexterity, Strenght
Skills: Expertise on Athletics| acrobatics, insight, martial, survival
Languages: Common, Arabel, Aquan
Proficiences
Imagine having spells.

EXA tracker made from an EXA material
Spellcasting
Res to Radiant, Force, Fall, DR 3 to necrotic , HQ: DR 1 fire, 2 to primal
Items:

Light Bringer (Contract to go to nine hells citadel with Violeta)
Exo Suit MK I (Favor from nyx to passage to Jorgumundr lair)
32750 gold
The legalese pile of pages
The Kind Pile of pages
The mysterious pile of pages
3 potions of chives
Superior x 1
Healing potion x1
Anti-poisonx1
platinum ticket x1
(Trials completed in total: Yvera: 2 , strife: 1. Missions 10, Handlers: 1 Moon: 1, Hunts 2.)
Love Books
Pizza Book
Songstress Trout.
8 Star fish (4 guppy, 2 trout, 1 squid, 1 jellyfish)
Explorers pack
Trophy of the Drunken
6 bottles of Sake.
[In forge vault]
3 Custennin Shards [One carried by him]
EXA Shard

Bag of Candy, a small knife.
Abzan Sake x 4 (DC 22 Con)
4 (feats changed into +8 hp)
Owlbear plushie and Ddonger plushie

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3/4 attunment. (1 is special attunments)
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Enchantment

Once per day you may make an additional Hasted Action. However, if you roll a 1 on a d20 roll using this Hasted Action make a will save DC 16 or suffer 1 paranoia. -Rome

Upgrade

Crippling,
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This Weapon made by the Primal Crafter that known as Kud; made this weapon for his brother Rome. As this weapon has a design of primal energies flowing through it granting the user the power to knock back any foe with one blow that can be heard from miles away. However, with great power comes with a terrible price.
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Crippling Attunement: Stuck with you forever and Ever AND EVER!!!

E.X.A.-CALIBUR; Asura Form /Power Fists of the Unstoppable Force
Gauntlets of Protection +3
Ⓐⓢⓟⓔⓒⓣ ⓞⓕ Ⓓⓓⓞⓝⓖⓔⓡ
ᎮᎥᏁᏁᏗፈᏝᏋ ᎧᎦ ᏖᏂᏋ ᎦᏗᏖᏋ ᏕᎥᏕᏖᏋᏒᏕ
Title Attunement: Crimson Primus
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Past Wielder: Unknown Lyssa
Current Wielder: Rome, Asura of Wrath
Excalibur Piece #XII:
Clotho- The Spinner Fate
Lachesis - The Allotter
Atropos - The Inflexible

The Fate Sisters
The Chariot of The Drakengard
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The Domain of Destruction- These gauntlets appears mundane, but transforms and radiates surrounding you with crimson and sliver threads up to 15 feet when in combat against the True Enemy. Then Choose between Yorhara or Lolth, and, this weapon's bonus to attack and damage rolls is also doubled against creatures Dreadborne, Corrupted Ones, Zealots, Void Creatures, or Elder Creatures.

Yorhara's Gift: You channel the bolstering energy of the gem into your aura. While active, you gain advantage on Int Saves and Checks, and if an Ally would die in your aura from a Void trait or Abilities you may sacrifice half your Ki so they are nullified from the effects and are put to one HP.

Lolth's Gift: You can radiate a debilitating aura that causes all hostile creatures within 15 feet of you to take a -2 penalty to Athletics and -2 to Hit.
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Scales of DDonger: Increase your Con Score based by the pluses of this weapon to a max of 24. If your Con Score is at 24 then set it to 28.(Set scores cannot be increased.)

Ddongers Chosen: These Gauntlets give advantage on athletics when grappling/breaking/ throwing or mounting.
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Plant: When you hit an enemy with all your attacks from your action and Flurry of Blows you may may plant them in the ground, if you do they are considered prone and restrained until the make a str save (8+con+prof) at the start of their turn. Twice per long rest.

Disclaimer: this doesn't include additional free attacks from titles, items, and class features.
------------------------------------ (edited)
[12:46 AM]
Scales of DDonger: Increase your Con Score based by the pluses of this weapon to a max of 24. If your Con Score is at 24 then set it to 28.(Set scores cannot be increased.)

Fates' Fists: Your unarmed strikes hit for 1d8 and no longer can critically strike. Whenever you hit a hostile creature gains a Destiny Strands to a max of 10. Critical Hits gain two Stacks instead of one. At every two stacks gain an additional d8.

Destiny Strands- You may use these Strands to Open you Inner Gates to use three maneuvers that combo with each other in a chain. You cannot gain Strands from Gates unless stated otherwise or, in Primus Form.

Starter- The First Maneuver that starts the Combo that either cost an action or bonus action

Chain- Second Maneuver that is in the Combo

Finisher- Last Maneuver that is in the Combo
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Gate One: Starter Action:
Spinner's Burst
Cost: 1 Strand

Make an attack roll against a hostile creature up to 15 ft to create a line from the creature as its origin. The creature and everyone in the line takes your Weapon Dice. Twice Per Long or Short Rest.


Gate Two: Chain
Allotter's Return
Cost: 2 Strands
Whenever you use a Stater that has range to hit. You may make a contested Athletics check; if you win you may pull the creature towards you causing the creature and everyone in the way of the creature takes your Weapon Dice as damage. Twice Per Long or Short Rest.

Gate Three: Finisher
Inflexible Smasher
Cost: 3 Strands
You roll an attack roll against a hostile creature up to five feet and your Critical Hit Threshold on this strike is 15-20. On hit a the creature takes 3d4 bludgeoning damage and your martial dice, and is knocked 15 feet away. Creatures in the way must make a STR Save DC (8+Prof+Con Mod) or be knocked prone. Twice Per Long or Short Rest.

On a Critical Hit gain 2 Strands.

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Gate Four: Starter; Action
Spinner's Stomps
Cost: 2 Strands
Make an attack roll against a hostile creature up to 5 ft; the creature you hit becomes prone, and you may immediately use your reaction to make two unarmed attacks against them. Twice Per Long or Short Rest.

Gate Five: Chain
Allotter Slam
Cost: 3 Strands
Make a contested Athletics check against a hostile creature up to 5 ft, if you win you slam the creature to the ground, putting them prone. Then causing every creature within 10 feet of you(excluding yourself and allies) to take Weapon Dice in thunder damage and is knocked 15 feet away. Twice Per Long or Short Rest.

If the Creature is already prone, gain 1 Destiny Strand.

Gate Six: Finisher
Inflexible Bomber
Cost: 4 Strands
Make a contested Athletics check against a hostile creature up to 5 ft; if you win you jump up in the air with the creature up to 60 Feet and then slamming them to the ground taking fall damage and Weapon Dice. Twice Per Long or Short Rest.

You may spend 4 Ki Points to Plant them in addition to the hit.

If the Creature is already prone, gain 2 Destiny Strands.

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Gate Seven: Starter; BA
Spinner's Pinwheel
Cost: 6 Strands
You summon a Pinwheel of Crimson and tossing it at a hostile creature up to 60 feet making an attack roll against a creature. Dealing an additional 6d12 Vorpal or Primal Damage. This can be used Once per Long Rest.

This Attack can Critically Strike and, on a Critical Hit you may add your Con Score to your Damage.

Gate Eight: Finisher;
Tailor's Dance
Cost: 5
You may Step of the Wind, Flurry of Blows, and Patient Defense in One Bonus Action. This can be used Once per Long Rest.

Gate Nine: Starter; BA
Clotho's Fate
Cost: 4 Strands
You regain 1d4 of Destiny Strands and are immune to Vorpal and Slashing Damage till the end of your Next Turn. Once per Long Rest.
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Gate Ten: Chain
Lachesis's Revival
Costs 4 Strands
Weapon Dice of Hit hitpoints. Once per Long Rest.

Gate Eleven: Finisher
Atropos's Zen
Costs: 6 Strands
You regain Weapon Dice of Ki. Once per Long Rest.

Gate Twelve: Starter; BA
KALI'S ASCENSION
Costs: 10 Strands
During this turn you use this Maneuver you open the 13th Gate and, gain back 6 Destiny Strands. The 13th Gate is open for up to your Prof Mod of Rounds and ends at the beginning of your turn. You gain 3 stacks of Exhaustion once it ends and, only healing from Dolas; Ishtar; Mordred; Nyx; Znanyie; Caim/Khyne; Tekken; Artemis; Solis; Hendrix; Taliisa; and Aquamaria Hunters removes 2 stacks of exhaustion. Twice per Long Rest using the Second Charge recharges your the Gates by one

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Phantom of Sorrow
Mask(Wonderous)
Lessar Aspect: Necro
Attunement: Mercy Monk
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You gain DR 3 to Necrotic Damage
You gain resistance to Radiant Damage

Shadow Touch: Your Hands of Healing can be transferred into a person shadow. Your touch range is increased to 10 feet for healing Allies.

Nercro Strike: Your Hands of Harm can add can inflict wounds that can affect a creatures natural defenses. A creature hit by Hands of Harm cannot Heal or gain Temp Hp till the end of your turn.

Amulet of Zephyr
Waterfalls rest: Taking a long rest you can roll your martial arts die to gain that much extra ki
Equipment
Asura of Wrath/ Crimson Primus LV 2
(Title Slot: Passive and Active)
(Class: Pure Monk)
(Rarity: Draconic)


Passives

Strands of Kali: Gain additional Ki based off your Constitution Modifier.

Primus of Kali: Your first Attack Action of true combat is done at advantage and, on a critical you add your Con modifier to the damage.

Crimson Health: You add your Con Score to your Max Hp.



-----------------------------------------
Actives:

13th Gate open: It is activated as a free action and this form lasts for X rounds; X is up to your double your Proficiency mod; and can be only done once per dungeon, Chapter, mission, major/ void rp event; or hunt.

Fist of the Crimson Star: When in the 13th gate, add an additional 1d6 Vorpal damage to the already existing damage die on the First Attack of your turns. Also; against void you add your level to damage.

Eyes of Truth: Gain 30 feet of True sight.

Wrath of Ages: All damage done in this state ignores any existing damage resistances.

Rage Unleashed: In this state you have resistance to all elemental damage, including primal.

Flurry of Asura: Whenever you land the first critical hit per round, you get to Flurry of Blows as a free action without expending Ki.

Chakra Flight You gain a fly speed of 60ft.

Used Everything: At the end of this state you gain 5 points of Exhaustion and only healing from Ishtar; Mordred; Nyx; Znanyie; Caim/Khyne; Tekken; Artemis; Solis; Hendrix; Taliisa; and Aquamaria Hunters removes 2 stacks of exhaustion
Ideals
Tortles Resolve,
(20 ratfolk employees, 10 giant crab employees, 1 Land Whale called Maw employee, Pop)
Kud and Donnie - Brothers
Investors: Custenin, Hendrix, Midas, Etheria, Ddonger, Ishtar, Artemis.Navi, Nyx, Kali. etc.
Silvermane airplane dragon?)
Bonds
Over-protective, non-empathetic towards outsiders that arent his family, stern.

Flaws
Character look:
7ft 2. 400lbs. Tortle
Red/black skinned, rose engraved scales on shell, wrapped in cloth and gladiator wear. and sigiled charms floating of the sides of his head.
Blue Warpainted sigils on face. Very mellow look on his face but radiates sternes. Sharpened claws.
Always in controlled/disciplined pose.
==============================
Outsider.

Origin: Starting gold is +1000 GP

Outsiders may choose from two of the following benefits.

+10 Movement speed <took

+10 HP <took

+5 to initiative.
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Ddonger
Alignment: Neutral
Worldbreakers
-----------------------
The Red Elder Dragon of Power and Unstoppable Force
Ddonger and his empire only care about the pinnacle of strength and becoming the apex of power. Strength is the only answer; everything else is weak against the power they control. He awakened after a long 3000 year slumber from the end of the Last Dragon War stating the other dragons are too weak for his assistance. Feeling the shift of power from above and 9 Red Dragons trying to steal his thunder from the strongest Dragon in Vansolis. No one fucks with his Title and rolls out to take back what is his.
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Clerical Alignments
Neutral
Chaotic Neutral
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Origin: +3 to Str or Con

Skills: Intimidate(Str) and Athletics

Starting Locations: Planes of Power
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Unstoppable Force: As a bonus action on your turn, you can use the dash action. If you use all of your movement, you may make a special attack. This attack deals 3d8+your Strength modifier Primal damage. If you possess the Charger feat, this deals 6d8+your Strength modifier Primal damage instead.

Primal Might: Whenever you deal melee damage of any type, you can convert it to primal damage three times per long rest.

Ddonger's Death Cradle: If you successfully mount or grapple a creature your Critical Mod is increased to 18-20 and the first attack is done at advantage. On a Critical you may do the a Rolling Cradle forcing the Creature to move in any direction up to 10 feet away from you dealing 3d8+your Constitution modifier Primal damage. If you possess the Grappler feat, this deals 6d8+your Constitution modifier Primal damage instead.

(Dragon Vow) Crush The Weak: When you hit with a natural weapon, you can push the creature up to 15 feet, and then force the creature to make a Strength saving throw, on a failure the creature is knocked prone, on a success they remain standing. You can use this ability an amount of times equal to your proficiency mod, refreshing upon completing a long rest.

Apex Slam: If you hit with all your Dragon Vow attacks, you grapple them automatically and take your fall dmg instead of you.

Ddongers Monk: your unarmed strikes are 2d8+strenght mod.

You have strenght beyond normal things.

additional hp from Ddonger.
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HOMEBREW 4 ELEMENTS
Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elemental spirits. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your spiritual self, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition name their spirits with representations of their ki powers, commonly imagined as dragons, but also as phoenixes, animals, plants, knights, or even a muscle bound version of themselves.

LV 3
======================
Way of the Spirits
When you select this tradition you can choose the following Elemental spirits (you can name the spirit whatever you want).You can change your Elemental choice whenever you gain a level in this class.
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Way of Fire: As a bonus action you may expend 1 ki point to engulf your fist in flames adding 1 additional Martial arts die of fire damage. This effect lasts for one minute. (At level 6 you may spend 1 ki more for an additional Martial arts die of fire damage, At level 12 you may spend 1ki more for additional Martial arts die of fire damage.)

Way of Water: As a bonus action you may expend 1 ki points to engulf yourself as well up to 1 ki point per ally up to 10 feet to give each target a frigid armor. You and allies gain stackable temp hp based off double the ki points expended plus half you monk level this way. You can use this up to 3 times per combat.


Way of Earth: As a bonus action you can spend 1 ki point to summon your Earth spirit to attack giving you an attack range up to 30 feet for one minute. You are proficient with it, and you add your Dexterity/Strength/Wisdom modifier to its attack and damage rolls. Its damage is Bludgeoning, Slashing, or Piercing, and damage die is based on the current Martial art dice, as shown in the Martial Arts column of the Monk table.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Way of Lightning: As a bonus action you may expend 1 ki point to engulf your body with lightning.For the next minute your speed is increased by 10 feet. Whenever you move up to 15 feet up to the creature then make the attack action you may add 5 lightning damage to the damage roll. This damage is increased to 10 at LV 6, LV 12 for 15, and LV 16 for 20.

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Elements Guide Us
When you select an Elemental you Gain the following Martial Art Abilities of the Way you selected.
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Fire Ability-
Cross Fire!!- As a reaction upon scoring a hit with this your unarmed attack you can spend 2 ki to gain a Martial dice+half your monk level to the damage roll as fire. Hitting hostile creatures in a 15 foot area around you with the total fire damage done this way. If it's on a critical hit the area is a 30 foot aoe instead.

Water Ability:
Shielding Vibes!!:As a reaction to you or an ally getting hit by an attack by a hostile creature while having temp hp. You may spend 2 ki to give yourself and the ally +2 bonus to AC, including against the triggering attack, and you take no damage from magic missile until the start of your next turn.

Earth Ability:
Earth Shattering Fists!!: Upon landing multiple attacks on a single target, you can use your reaction by spending two ki points, and force the target to make a Con save DC of 8+ Wisdom Mod + Prof. If they fail, their AC is reduced by a number equal to your proficiency mod. This effect lasts until the end of your next turn. As a reaction to hitting all attacks on the attack action with you or your spirit. You may spend 2 ki to gain an additional Attack Action(This includes Extra Attack). If all attacks connect, the creature must make a con save dc of 8+ Wisdom Mod + Prof. If failed, reduce the Creature's AC based on your Proficiency till your next turn.

Lightning Ability:
Lightning Finger!!: As a reaction to an opportunity attack.on you. You may spend 2 ki to give that attack disadvantage. If the attack hits, gain 2 temp hp for every 10 feet of movement this turn. If the attack misses at the end of the movement shoot a bolt of lightning out of your finger at the enemy for retaliation. This counts as the Lightning Bolt Spell DC 8+Prof+ Wis Mod.

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LV 6
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Elements Keep Guard
The Elemental spirit grants you benefits. The benefits are based on the Way of Elemental Spirit you chose for your Tradition.

Fire Guard: You gain Damage Reduction 4 to Fire and are able to handle Extreme heat environments. As well to walk on lava itself and swim in it up to your Current Movement Speed. You have Lava Breathing.

Water Guard:You gain Damage Reduction 4 to cold and able to handle Extreme cold environments. As well to walk on water or gain a swim speed of your current Movement Speed. You have Water Breathing.

Earth Guard: You gain Damage Reduction 4 to Bludgeoning, Slashing, and Piercing. You cannot be shoved prone or displaced. As well as you cannot be impeded on difficult terrain even if it is magical.

Lightning Guard: You gain Damage Reduction 4 to Lightning. You cannot be stopped while moving and your movement cannot be impeded. Your jump height is doubled.

Elemental Endurance
The Elements energizes you as you endure the wraths of elements you have chosen.

Fire Endurance: Whenever you take Fire damage from a Hostile creature you gain 1 Ki.This can only occur once per turn.

Water Endurance: Whenever you take Cold damage from a Hostile creature you gain 1 Ki.This can only occur once per turn.

Earth Endurance: Whenever you take Bludgeoning, Slashing, and Piercing damage from a hostile creature you gain 1 Ki. This can only occur once per turn.

Lightning Endurance: Whenever you take Lightning damage from a hostile creature. you gain 1 Ki.This can only occur once per turn.
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LV 11
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Elemental Leyline
The Elemental spirit grants their full strength to you. The benefits are based on the Way of Elemental Spirit you chose for your Tradition.

Fire Leyline: When you have the Way of Fire Active your critical threshold becomes 17-20. As well your fire damage cannot be resisted.

Water Leyline: While under you and your allies are under the effect of Way of Water you and your allies gain 1d8+ WIS mod healing at the start of their turn. While affected, allies gain a 1d8 Cold damage to the damage rolls. This cold damage cannot be resisted.

Earth Leyline: While using the Way of Earth Spirit your attacks gain a +2 to hit and You may Apply
Stunning Strike when using Spirit Attacks. Your Slashing, Bludgeoning, and Piercing damage cannot be resisted.

Lightning Leyline: When you have the Way of Lightning add 1d8 Lightning Damage to your damage rolls. You heal for half of all Lightning Damage dealt by you on your turn. (This doesn’t include reactions.). Your Lightning damage cannot be resisted.

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LV 17
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The Avatar of the Elements
The Mastering all 4 ways you are granted the Avatar Spirit the master of all spirits.

Way of the Avatar Spirit: As an action You can spend 17 ki points to connect with the Avatar Spirit to grant you their power. You have access to all the Elemental Ways, Abilities, Endurances, Guards, and Leylines this combat. As well gain 4 ki at the end of your turns and your damage goes through Immunities. This state lasts for 2 minutes. This ability can only be used once and refreshes on a long rest.
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Way of Mercy
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Implements of Mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Hands of Healing
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hands of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch
Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm
Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy
By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Once you use this feature, you can't use it again until you finish a long rest.

Feats:

Alert:

Crusher:
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.

Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you
.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

You have studied languages and codes, gaining the following benefits:

Linguist:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Celestial, Infernal/Abyssal, Giant, Under common, Draconic.

Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice. (Acrobatics)
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)
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Ddonger Grappler Feat:
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

Whenever you successfully grapple a creature, you can choose to deal your Strength modifier in bludgeoning damage to it.

You can choose to use the grappled creature as a improvised weapon to deal damage to the grappled creature and the creature you are attacking.

When a creature misses you with a melee weapon attack you can use your reaction to attempt to grapple the creature if you have a free hand to do so.

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Asura of Destruction

It is activated as a free action and this form lasts for X rounds; X is up to double your Proficiency mod; and can be only done once per dungeon, Chapter, mission, major/ void rp event; or hunt.

>When in the activated state of the title, add an additional 1d6 Vorpal damage to the already existing damage die. Also; against void you add your level to damage.

>You gain advantage on all attacks

>You gain true sight.

>All damage done in this state ignores any existing damage resistances.

>In this state you have resistance to all elemental damage, including primal.

>Whenever you land the first critical hit per round, you get an additional two attacks.

>You are two sizes larger.

>You gain a fly speed of 60ft.

>At the end of this state you gain 5 points of Exhaustion and only healing from Ishtar; Mordred; Nyx; Znanyie; Caim/Khyne; Tekken; Artemis; Solis; Hendrix; Taliisa; and Aquamaria Hunters removes 2 stacks of exhaustion.

Iron Drunker Title: Advantage on Con saves against Poison

proficiency in persuasion due to a boon from haggling around
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

DnD 5e SRD SRD

Dart

Ranged Weapon Finesse, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Thrown

Cost: 5 cp Weight: 1/4 lb


 

The statblocks of your class features

Monk (Cynkard)


Hit Points

Hit Dice: d8 per Monk (Cynkard) level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument.
Saving Throws: Str, Dex
Skills: Choose two: Acrobatics, Athletics, History, Insight, Religion, Stealth

Class Features

Unarmored Defense

While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

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.  

Ki

At 2nd level, your training allows you to channel the mystic energy of ki. Your access to this power is represented by a number of ki points. You have a number of ki points equal to your monk level. When you spend a ki point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended ki back into yourself. You must spend at 30minutes of the rest meditating in order to regain ki.   Some ki powers require your target to make a saving throw to resist the effects. The saving throw DCis calculated as follows:   Ki save DC= 8 + your proficiency bonus + your Wisdom modifier.   You start with the knowledge of these three ki powers:   Flurry of Blows: Immediately after taking the Attack action on your turn, you may 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. When you do so, your jump distance is doubled for the turn  

Unarmored Movement

At 2nd level, your speed increases when you are not wearing armor or using a shield. This bonus is listed on the table above.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.  

Monastic Tradition

At 3rd level, you must commit yourself to one of the monastic traditions below. You tradition gives you features at 3rd, 6th, 11th, and 17th level.  

Deflect Missiles

At 3rd level, you may use your reaction when you are kit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free. If you catch a missile in this way, can spend 1 ki point to make a ranged attack with the weapon or ammunition as part of the same action. You make this attack with proficiency, and treat the missile as a monk weapon for this attack.  

Ability Score Increase

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Slow Fall

At 4th level, you may use your reaction to reduce any falling damage taken by an amount equal to 5 times your monk level.  

Extra Attack

At 5th level, you can attack twice whenever you take the Attack action on your turn.  

Stunning Strike

At 5th level, you can interfere with the flow of ki in another creature'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 Constitution saving throw or be stunned until the end of your next turn.  

Ki Strikes

At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.  

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.  

Stillness of Mind

At 7th level, you can use your action to end one effect yourself that is causing you to be charmed or frightened.  

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Tongue of the Sun and Moon

At 13th level, you can touch the ki of other minds so that you understand all spoken languages. Moreover, and creature that understands a language can understand what you say.  

Diamond Soul

At 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail you may spend 1 ki point to reroll it and take the second result.  

Timeless Body

At 15th level, your ki sustains so that you suffer none of the frailty of old age, and you can't be aged magically. In addition, you no longer need food or water.  

Empty Body

At 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During this time, you have resistance to all damage except force damage.   In addition, you may spend 8 ki points to cast astral projection, without needing material components. When you do so, you can't take other creatures with you.  

Perfect Self

At 20th level, when you roll initiative and have no ki points remaining, you gain 4 ki points.


Starting Equipment

• Choose: a shortsword; or and simple weapon   • Choose: a dungeoneer's pack; or an explorer's pack   • 10 darts


Subclass Options

Path of the Heavenly Palm

Way of the Spirit Fire

Way of the Drunken Master

Way of the Kensei

Way of the Open Hand

Way of Shadow

Way of the Sun Soul

Way of Tranquility

Way of Atonement

Way of Empathy


LvlProficiency BonusFeaturesMartial ArtsUnarmored Movement
1st+2Unarmored Defense, Martial Arts1d4
2nd+2Ki, Unarmored Movement1d4+10 ft.
3rd+2Monastic Tradition, Deflect Missiles1d4+10 ft.
4th+2Ability Score Improvement, Slow Fall1d4+10 ft.
5th+3Extra Attack, Stunning Strike1d6+15 ft.
6th+3Ki Strikes, Monastic Tradition feature1d6+15 ft.
7th+3Evasion, Stillness of Mind1d6+15 ft.
8th+3Ability Score Improvement1d6+15 ft.
9th+4Unarmored Movement improvement1d6+15 ft.
10th+4Purity of Body1d6+20 ft.
11th+4Monastic Tradition feature1d8+20 ft.
12th+4Ability Score Improvement1d8+20 ft.
13th+5Tongue of the Sun and Moon1d8+20 ft.
14th+5Diamond Soul1d8+25 ft.
15th+5Timeless Body1d8+25 ft.
16th+5Ability Score Improvement1d8+25 ft.
17th+6Monastic Tradition feature1d10+25 ft.
18th+6Empty Body1d10+30 ft.
19th+6Ability Score Improvement1d10+30 ft.
20th+6Perfect Self1d10+30 ft.

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Tortle

Ability Score Increase +2 Str, +1 Wis
Size Medium
Speed 30ft.

Basic informations

Lore

Tortles aren't known well in the human lands, as they tend to keep to themselves and not concern themselves with worldly things and travel. Those that know them speak of their gentleness and love of peace and the life around them. Tortles met are usually some of the best philosophers and judges on the basis of fairness. Tortles tend to be slow moving, unselfish, and unconcerned in most things. Tortles value family life above other things and are content living as simple farmers and scholars. Those who make enemies of the tortles, however, learn just how strong and quick they are to strike back and that usually the hardest to provoke are the toughest to defeat.   Their small communities live in the Haelm Pelu fighting against Yuan-Ti expansions.

Age

Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

Alignment

Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

Size

Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor

Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense

You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct

You gain proficiency in the Survival skill.

Languages. Common, Aquan

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Created by

DeemeeArt.

Statblock Type

Character Sheet (Legacy)

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