Chen Lu -- Monk -- Leonin

 Name: Chen Lu

Race/Ancestry/Heritage: Leonin

Class & Level: Monk (Way of Mercy) 3

Background: Hermit

Alignment: Neutral Good

Experience: 3,000



ABILITY SCORES & ABILITIES

(* includes +2 proficiency bonus; ** includes expertise, if any)



Strength 17

+3 ... Strength Ability Checks

+5 ... Strength Saving Throws *

+5 ... Athletics Skill *

255 lbs. ... Maximum Carrying Capacity

510 lbs. ... Max. Push or Drag (Speed -5 ft.)

510 lbs. ... Maximum Lift



Dexterity 18

+4 ... Dexterity Ability Checks

+6 ... Dexterity Saving Throws *

+4 ... Acrobatics Skill

+4 ... Sleight of Hand Skill

+6 ... Stealth Skill *



Constitution 16

+3 ... Constitution Ability Checks

+3 ... Constitution Saving Throws



Intelligence 15

+2 ... Intelligence Ability Checks

+2 ... Intelligence Saving Throws

+2 ... Arcana Skill

+2 ... History Skill

+2 ... Investigation Skill

+2 ... Nature Skill

+4 ... Religion Skill *



Wisdom 13

+1 ... Wisdom Ability Checks

+1 ... Wisdom Saving Throws

+1 ... Animal Handling Skill

+1 ... Insight Skill

+3 ... Medicine Skill *

+1 ... Perception Skill

+3 ... Survival Skill *



Charisma 12

+1 ... Charisma Ability Checks

+1 ... Charisma Saving Throws

+1 ... Deception Skill

+1 ... Intimidation Skill

+1 ... Performance Skill

+1 ... Persuasion Skill



COMBAT [PHB p. 189]



11 ... Passive Perception

+4 ... Initiative Modifier



Armor Class 15 ... Armor worn: none (Unarmored Defense)



35 ft. Speed ... Base distance per move +10 unarmored.



35 hit points ... 1d8 Hit Dice



Martial Arts. Martial Arts. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d4+6 bludgeoning damage. Claws (proficient as melee weapon that deals 1d4+4 slashing damage. All together damage 1d4+8. Special: damage increases 2 points per proficiency bonus gained. 



Can also make unarmed strike as bonus action.



Martial Arts During A Turn: Counting actions and bonus actions, make two unarmed attacks or one weapon attack plus one unarmed attack in turn. (Opportunity attack is a separate reaction, do once per round.)



Special Feat (homebrew) Knockout Punch

Roll against creature's CR after winning the initiative. Ex: if creature's CR is 6 must roll over 6 to KO. If creature's CR is 16 must roll over 16 to KO. Once creature has been knocked out they will be unconscious for no more than 10 minutes. This may only be attempted once against any creature attacked. 



Daunting Roar (once betw. rests, as bonus action roar frightens chosen targets in 10 feet who don't Wisdom Save DC 13)




FEATURES, TRAITS, SPECIAL ABILITIES



Hermit Background [PHB p. 134]

• Feature: Discovery (great secret).

• Tech: Medieval / Steel Age.

• Traits: Always hungry, Always ready to fight

• Ideal: Everything fits a cosmic plan.

• Bond: Two squirrels "Heping & Ai" (Peace & Love) I carry with me at all times.

• Flaw: Accepts too many challenges to fight.



Proficiencies & Languages

• Profeciency Bonus: +2

• Armor: none

• Weapons: simple weapons, shortsword

• Tools: cartographer's tools, herbalism kit

• Saving Throws: Strength, Dexterity

• Skills: Athletics, Medicine, Religion, Stealth, Survival

• Languages: Common, Giant, Leonin



Leonin Traits [MOoT p. 20]

• Creature Type: Humanoid

• Age: 29 years old

• Medium Size (5' 4", 216 lbs.)

• Darkvision (60 feet)

• Claws (proficient as melee weapon that deals 1d4+6 slashing damage)

• Daunting Roar (once betw. rests, as bonus action roar frightens chosen targets in 10 feet who don't Wisdom Save DC 13)



Monk Class Features [PHB p. 76]

• Unarmored Defense (AC)

• Martial Arts (1d4, bonus attack)

Ki Energy [PHB p. 78]

• 3 ki points betw. short or long rests

• Flurry of Blows (1 ki for two unarmed attacks as bonus action)

• Patient Defense (1 ki for Dodge as bonus action)



• Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled)

With a 5-foot step after taking a Step of the Wind disengage bonus action, he can then comfortably jump 20 feet, and indeed, jump 20 more feet after landing. With a DC 10 Athletics check, during those jumps he could clear 5-foot-high obstacles. 



• Unarmored Movement (higher speed)

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.



At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.



• Hand of Healing (1 ki to heal 1d4+2)

• Hand of Harm (1 ki to cause 1d4+2 necrotic dmg.)



Martial Arts During A Turn: Counting actions and bonus actions, make two unarmed attacks or one weapon attack plus one unarmed attack in turn. (Opportunity attack is a seperate reaction, do once per round.)




Background: Had a very happy childhood raised in a temple, loves eating and fighting. Will find temples to give to charity and volunteer time for the needy. 




EQUIPMENT & TREASURE



Carried Gear [PHB, p. 143]: herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of personal notes, a winter blanket. (This load is about 8.5 lbs.; add 1 lb. per 50 coins carried.)



Coins & Gems: 2 gold pieces (gp); 75 silver pieces (sp); 75 copper pieces (cp); 4 gems (worth 10 gp each)




























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