Eranex

Balandusk's page

88 posts. Alias of Adjule.


About Balandusk

Balandusk
Male silver dragonborn revenant monk 3 (way of the sun soul (Sword Coast Adventurer's Guide pg 131))
Medium humanoid (dragonborn), lawful good
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Armor Class 13
Hit Points 24 (3d8 + 6)
Speed 30 ft. (40 ft unarmored)
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Str 13 (+1) Dex 15 (+2) Con 15 (+2) Int 10 (+0) Wis 13 (+1) Cha 9 (-1)
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Saving Throws Str +3, Dex +4
Skills Acrobatics, Investigation, Stealth
Damage Resistances necrotic
Senses passive Perception 11
Languages Common, Draconic, Celestial
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COMBAT
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage. (1d8 + 2 bludgeoning damage 2-handed)
Radiant Sun Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 1d4 radiant damage.

Breath Weapon. Once every short or long rest, Balandusk can breathe a cone of necrotic energy. Each creature within the 15 foot cone must succeed on a DC 12 Constitution saving throw or take 2d6 points of necrotic damage. Those who succeed take half that damage.

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Racial Traits
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Ability Score Adjustments. Strength +1, Charisma +1, Constitution +1
Draconic Ancestry. You have draconic ancestry. You are descended from silver dragons. This ancestry determines the damage type of your Breath Weapon and Damage Resistance.
Relentless Nature - If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
-If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
-You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.
When your goal is complete, you finally find rest. You die and cannot be restored to life.

Equipment
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Everything destroyed when died to garbage heap

Class Abilities
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Unarmored Defense (AC = 10 + Dex mod + Wis mod}
Martial Arts (can use Dex instead of Str for attack + damage rolls on unarmed or monk weapons; can roll damage for unarmed strike or monk weapons equal to the damage under Martial Arts column; can make one unarmed strike as bonus action when you attack with unarmed strike or monk weapon)
Unarmored Movement base speed increases so long as not wearing armor or wielding a shield.
Ki points 3 Can use ki points to do special things. Flurry of Blows (can make 2 unarmed attacks as bonus action, 1 point); Patient Defense (use Dodge action as bonus action, 1 point); Step of the Wind (use Disengage or Dash as bonus action, jump distance doubled, 1 point).
Deflect Missiles Starting at 3rd level, 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 1dlO + your Dexterity modifier + your 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 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.
Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Background:

Haunted One
Skill Profiencies: Survival
Languages: Celestial
Equipment: Monster hunter's pack (chest, crowbar, hammer, 3 wooden stakes, a holy symbol, flask of holy water, set of manacles, steel mirror, flask of oil, tinderbox, 3 torches), one trinket of special significance (A little black book that records your dreams, and
yours alone, when you sleep).
Harrowing Event: A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
Personality Trait: I expect danger around every corner.
Ideal: I try to help those in need, no matter what the personal cost.
Bond: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaw: I feel no compassion for the dead. They're the lucky ones.

Balandusk was born Andusk. He grew up in a monastery in the northern Dalelands located near a temple dedicated to Lathander. On one cold winter night, he awoke with a feeling of dread. He looked around the room, and saw a creature killing his fellow monks. He was petrified with fear, and sat there watching as it killed everyone. The monster looked at him, and vanished. Andusk checked everyone within the monastery, and found them as cold and lifeless as the stone walls. Andusk fell into a deep despair, having been unable to do anything to save them. He decided to end his torment by ending his life. The next day, he woke up. He grew depressed that his attempt failed, and took his life again. And again, he woke up the next day. He noticed the silver scales on his body took on a dull look.
After a few hours of contemplation, he came to the conclusion that he was, infact, dead. He must have been given another chance to right the wrongs that happened in the temple. He resolved to take vengeance on the creature or creatures that killed his fellow monks, and not waste this second (third?) chance at life. He changed his name to reflect his new self. That night still haunts his dreams.