Roonoo Level 03
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Player Character Basics: Roonoo
Race and Background | Dwarf | Pirates Life |
Class Subclass |
Monk (03) |
Alignment | Deity | NG | Selune |
AC | HP | 17 | 33 |
Speed | Init | Prof | 40 | +6 | +2 |
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Ability Scores:
Str | 10 | +0 | Int | 10 | +0 |
Dex | 18 | +4 | Wis | 16 | +3 |
Con | 16 | +2 | Cha | 12 | +1 |
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Skills, Senses, Languages:
Saving Throws: | Strength +2, Dexterity +6 |
Skill Proficiencies: | Acrobatics +6, Perception +5, Survival +5, Deception +3, Intimidation +3, Persuasion +3 |
Tools and Kits | Tools and Kits |
Senses: | Darkvision 60ft |
Languages: | Languages |
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Actions:
Weapon | Attack | Damage | Type | Extra |
Staff +1 | +7 | 1d8 +7 | Bludgeoning | Melee |
Unarmed | +6 | 1d4 +4 | Bludgeoning | Melee |
Shortbow | +6 | 1d6 +4 | Piercing | Ranged 30/120 |
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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 |
Basto Weapon | +2 (Prof) to Dmg roll |
Aggression Tactics | As a bonus action you can spend 1Ki and Intimidate the target . DC saving throw against your Intimidation skill (8 +Prof +Chr). A shaken character takes a penalty on attack rolls, ability checks, and saving throws equal to your Intimidation Skill bonus. Details |
Knuckle Buster | After a successful Attack roll, a bonus action and 1 Ki Point can be used to target the hands of a melee weapon/ranged opponent. Target must DC save (8+prof+dex) else be disadvantaged on melee/ranged attacks for 1 min. Details |
Combat Bravado | Whenever you enter combat initiative, your Charisma modifier is increased by +2 |
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Magic:
Eldritch Claw Tattoo | Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn. |
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Items Inventory:
The things in the pack and on the back
Item Name | Description and Quantity |
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