Barbarian

Grognard Fuglsang's page

54 posts. Alias of Virat.


Full Name

Grognard Fuglsang

Race

| HP: 13/13 | AC: 14 | His -1, Inv -1, Per +1, Stl +5, Srv +1 | Saves: Str +4, Dex +5, Con +0, Int -1, Wis +1, Cha -1 | Init: +3 | Passive Perception 11, Darkvision 60ft, Savage Attacks

Classes/Levels

| Speed 40ft | Inspiration: 1 | Hit Dice: 1d8 | Active conditions: None.

Gender

Male LN Half-Orc Monk 2

Size

M

Age

22

Alignment

LN

Languages

Common, Orc

Strength 14
Dexterity 16
Constitution 10
Intelligence 8
Wisdom 12
Charisma 9

About Grognard Fuglsang

Hit Points 13/13
Xp: 350/900
Proficiency Bonus 2
Armor Class 14
Speed Walking 40ft
Senses Passive Perception 11
Initiative +3

Stats:

Strength14 Mod (+2) Save (+4)
Dexterity16 Mod (+3) Save (+5)
Constitution10 Mod (+0) Save (0)
Intelligence8 Mod (-1) Save (-1)
Wisdom12 Mod (+1) Save (+1)
Charisma9 Mod (-1) Save (-1)

Skills:

(dex) Acrobatics (+5)
(wis) Animal Handling (+1)
(int) Arcana (-1)
(str) Athletics (+4)
(cha) Deception (+1)
(int) History (-1)
(wis) Insight (+1)
(cha) Intimidation (+1)
(int) Investigation (-1)
(wis) Medicine (+1)
(int) Nature (-1)
(wis) Perception (+1)
(cha) Performance (-1)
(cha) Persuasion (-1)
(int) Religion (-1)
(dex) Sleight of Hand (+3)
(dex) Stealth (+5)
(wis) Survival (+1)

Attacks:

Unarmed Strike Melee Attack Martial Arts
To Hit +5
Damage 1d4+3
Damage Type Bludgeoning

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Weapon Spear Melee Weapon Martial Arts
To Hit +5
Damage 1d6+3(1d8+3)
Damage Type Piercing
Weapon Type Spear
Attack Type Melee
Weight 3 lb
Properties Thrown, Versatile
Reach 5 ft.
Range 20 ft./60 ft.
Proficient Yes

Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Racial Traits:

Darkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing
You gain proficiency in the Intimidation skill.

Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Class Features:

Hit Points
Level 1

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies
Level 1

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Unarmored Defense
Level 1

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

Martial Arts (d4)
Level 1

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.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

Ki PHB78
You can spend Ki Points to fuel ki features. You have 2 points per short rest and your Ki save DC is 11.
Flurry of Blows - 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.

Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action

Unarmored Movement PHB78
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.

Proficiencies:

Acrobatics
Athletics
Deception
Dexterity Saving Throws
Dice Set
Intimidation
Shortsword
Simple Weapons
Stealth
Strength Saving Throws
Thieves' Tools
Woodcarver's Tools

Background:

Criminal / Spy

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Proficiencies/Languages

Proficiency: Acrobatics
Proficiency: Deception
Proficiency: Dice Set
Proficiency: Thieves' Tools

Criminal Contact
Background Feature

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Personal Characteristics:

Character Details
Alignment Lawful Neutral
Languages Common, Orc
Lifestyle Modest with a 1GP cost

Personality Traits
I don’t pay attention to the risks in a situation. Never tell me the odds.

Ideals
Redemption. There’s a spark of good in everyone. (Good)

Bonds
I’m guilty of a terrible crime. I hope I can redeem myself for it.

Flaws
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Inventory:

Backpack Qty1
Bedroll Qty1
Clothes, Common Qty1
Crowbar Qty1
Dart Qty10
Mess Kit Qty1
Rations (1 day) Qty8
Rope, Hempen (50 feet) Qty1
Spear
Tinderbox Qty1
Torch Qty10
Waterskin Qty1
Total Weight: 73 lb
Gp 15

Bio:

Grognard used to be an enforcer for a gang, but after a job went wrong after he let his anger get the better of him resulting in a mess; where getting his boss paid was no longer an option. He always had an anger problem, but this was the first time that he lost control, this scared him. He then went looking for a way to find a way to manage is anger. He meets a monk on the road that trained him, but was told to find true self-control is to travel, and when he was ready, he will find what he is looking for.
[/Bio]