Damiel

Edlethron's page

386 posts. Alias of Jubal Breakbottle.


Race

Wood Elven explorer | Active buffs: |

Classes/Levels

HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0

Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

About Edlethron

Age 125 Height 5-ft, 7-in Weight 160 lb.
Hair Coppery Eyes Emerald green

APPEARANCE:
Edlethron is average height with short copper-colored hair and skin with emerald green eyes. His leather gear is well-maintained, and his fabric clothes are Elven woven. He carries a leather-sheathed handaxe at his waist and slings the rest of his gear over his shoulders: backpack, quiver, longbow, javelin and spear.

BACKGROUND:
Gilavar Ithildae (Moonshadow) grew up in the Vale of Lost Voices in the forest of Cormanthor in the small wood elf clan in Semberholme. He enjoyed tales from the elders and became obsessed with learning about his heritage.

After reaching his first century, he took the name of Edlethron (Exile) and self-exiled himself from the clan to discover his and Elven history. For the past 25 years, he has been exploring the forests of Cormanthor. Currently, he is focused on looking for pre-Retreat Elven antiques. And, he has lead in the Elven ruins in Hillsfar.


PERSONALITY:
Personality Traits
1. I’m driven by a wanderlust that led me away from home.
2. I watch over my friends as if they were a litter of newborn pups.

Ideal = Change. Life is like the seasons, in constant change, and we must change with it.

Bond My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Race Wood Elf
Class Monk 8
Background Outlander
Alignment Chaotic Neutral
Gender Male

Initiative +5 Senses Perception +7, Darkvision 60 ft

==DEFENSE==
AC 19 (10 unarmored +5 Dex +4 Wis)
HP 51 = 8 +7x5 +8x(+1 Con)
Strength +3, Dexterity +8, Constitution +1
Intelligence +0, Wisdom +4, Charisma -1
Armor unarmored
Defensive Abilities
- Fey Ancestry: Elves have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Deflect Missiles: 1d10 +13 when you are hit by a ranged weapon attack, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
- Evasion: 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 only half damage if you fail.
- Stillness of Mind: use your action to end one effect on yourself that is causing you to be charmed or frightened.

==OFFENSE==
Speed 50 ft
Melee Unarmed +8 (1d6+5) Bludgeoning
Melee & Ranged Javelin of Lightning +8 (1d6+5) Piercing, Range 30/120
Melee & Ranged Silvered handaxe +8 (1d6+5) Slashing, Range 20/60
Melee & Ranged Spear +8 (1d8+5) Piercing, Versatile, Range 20/60
Melee & Ranged Dagger +8 (1d4+5) Piercing, Range 20/60
Ranged Longbow +8 (1d8+5) Piercing, Range 150/600
Special Attacks
- Ki-empowered Strikes: your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Extra Attack: attack twice, instead of once, whenever you take the Attack action on your turn.
- Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Javelin of Lightning When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

==STATISTICS==
Str 10, Dex 4th 20, Con 13, Int 10, Wis 8th 18, Cha 8
Proficiency +3

==PROFICIENCIES ==
Elven – Perception
Wood Elven weapons – longsword, shortsword, shortbow, and longbow
Monk – Simple Weapons & Cartographer’s tools
Monk – Acrobatics & Stealth
Outlander – Athletics, Survival & Lute
Outlander languages – Primordial

==SKILLS==
+8 Acrobatics (3 proficiency +5 Dex)
+3 Athletics (3 proficiency +0 Str)
+7 Perception (3 proficiency +4 Wis)
+7 Survival (3 proficiency +4 Wis)
+8 Stealth (3 proficiency +5 Dex)

Languages Common, Elven & Primordial

==ABILITIES ==
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Athlete. You have undergone extensive physical training to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn't cost you extra movement.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Unarmored Defense: Beginning at 1st level, while you are w earing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts: At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. 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 with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki: Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Flurry of Blows Immediately after you take the Attack action on your turn, you can 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, and your jump distance is doubled for the turn.

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

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 1d10 + 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.

Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent’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 a Constitution saving throw or be stunned until the end of your next turn.

Ki-empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose 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 area effects, such as a blue dragon’s lightning breath or a fireball spell. 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 only half damage if you fail.

Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Elemental Attunement.: You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d 10 fire damage.

Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d 10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Feature = Wanderer (Exile): You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

== EQUIPMENT ==
Worn
Traveler's clothes - 4 lb. (2 gp)
Spear – 3 lb.
Longbow – 2 lb. (50 gp)
Quiver with (20) arrows – 2 lb. (2 gp)
Silvered Handaxe - 2 lb. (105 gp)
Potions (4) of Healing – 2 lb. (200 gp)
Javelin of Lightning - 2 lb.
Quall's Feather Token (fan).

Explorer’s backpack – 5 lb.
- Case, map - 1 lb (1 gp)
--- Parchment (5 sheets) (5 sp)
- Cartographer's tools - 6 lb (15 gp)
- Bedroll – 7 lb.
- Mess kit – 1 lb.
- Tinderbox – 1 lb.
- 10 days of rations – 9 lb.
- Waterskin – 5 lb.
- Rope, hemp (50 feet) – 10 lb.
- Pouch with coin (122 gp) - 1 lb (5 sp)
- Shovel - 5 lb (2 gp)

Load 66 lb.

Carrying Capacity: Str x15 = 150 lb.

ADVANCEMENT: