Deynn Level 03
___________________________________
Player Character Basics: Deynn
Race and Background | Half-Elf | Monastic |
Class Subclass |
Monk (03) Way of the Metallon Fist |
Alignment | Deity | NG | Nobanion |
AC | HP | 17 | 27 |
Speed | Init | Prof | 40 | +4 | +2 |
___________________________________
Ability Scores:
Str | 14 | +2 | Int | 12 | +1 |
Dex | 18 | +4 | Wis | 16 | +3 |
Con | 12 | +1 | Cha | 10 | +0 |
___________________________________
Skills, Senses, Languages:
Saving Throws: | Strength +4 Dexterity +6 |
Skill Proficiencies: | Athletics +4 Acrobatics +6 Stealth +6 Insight +7 Perception +5 Survival +5 |
Tools and Kits | Flute proficiency |
Senses: | Darkvision 60ft, pPerception 15 |
Languages: | Common, Elvish, Payit |
___________________________________
Actions:
Weapon | Attack | Damage | Type | Extra |
Unarmed | +7 | 1d4 +7 | Bludgeoning | Melee |
___________________________________
Feats:
Flurry of Blows. | 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action |
Patient Defense | 1Ki. Take Dodge Action as a Bonus Action |
Step of the Wind | 1Ki. Take Disengage or Dash Action as a Bonus Action |
Deflect Missiles | Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current) 1Ki. Return caught ammo with attack |
Metallon Fist (3) | Absorb 1lb (Dagger) of iron or steel into skin. Add Strength Modifier (+2) to dmg roll |
Grappler (3) | Grappler Feat
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling. You can use your bonus action to try to pindown a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. |
___________________________________
Magic:
Willow Flute. | 1/Day Cast Tree Stride 2/Day 4d4 HP to targets who can hear |
||||||||
Insight Emblem | This amulet, while attuned to it, will provide proficiency (or expertise) in Insight. Wearer is able to judge true need. Amulet is magically linked to a small coin pouch. If they use the coin within to meet a true need of another, the number of coins will double the next day. If they use it to meet a self-need, a single coin will appear the next day. |
||||||||
Combat Insight | While attuned to the Insight Emblem, the wearer can sometimes predict the next moves or pattern of movement and use to martial advantage when engaged in combat. At the beginning of each round of combat roll 1d4
Insight lasts until the beginning of PCs next round (6 seconds) |
||||||||
Salamander Dagger | (Absorbed) +1 Magic Weapon. This weapon has 4 charges. When you hit with an attack using this weapon, you may spend 1 charge to deal an additional 1d4 fire damage to the target. The weapon regains 1d4 expended charges daily at dawn. |
___________________________________
Items Inventory:
The things in the pack and on the back
Item Name | Description and Quantity |
Pearls | 4 golden pearls worth ~100gp each |
Amulet | Insight Emblem with Flaming Shield design |
___________________________________