About PsalmAttacks:
Unarmed Strike +4 1d4+2 (Melee, Monk, Bludgeoning)
Shuriken +4 1d4+2 (Range 20/60, Simple, Piercing) Dagger +4 1d4+2 (Melee, Simple, Range 20/60, Piercing) Quarterstaff +4 1d6+2 (Melee, Monk, Bludgeoning, Versatile) Skills:
Acrobatics +4 Animal Handling +3 Arcana -1 Athletics +0 Deception +2 History -1 Insight +5 Intimidation +2 Investigation -1 Medicine +3 Nature +3 Perception +3 Performance +2 Persuasion +2 Religion +5 Sleight of Hand +2 Stealth +2 Survival +3 Racial Abilities:
Ability Score Increase-Your Charisma score increases by 2.
Darkvision- Blessed with a radiant soul, your vision can easily cut through darkness. 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. Celestial Resistance- You have resistance to necrotic damage and radiant damage. Healing Hands- As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer- You know the light cantrip. Charisma is your spellcasting ability for it. Ability Score Increase-Your Constitution score increases by 1. Radiant Consumption- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest. Proficiencies:
Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Class Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Monk Abilities:
Unarmored Defense- 1st level: 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- 1st level: 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. Hermit Background:
You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Discovery- Background Feature: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalism Kit Personality Traits- I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. I am utterly serene, even in the face of disaster. Ideals- Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) Radical honesty. Those in the light must abide no shadow. Bonds- I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. Flaws- I am dogmatic in my thoughts and philosophy. History:
Psalm was orphaned in his childhood with his father died in war. His mother was gone years before that. He remembers only vague images of his mother and warm feelings. Light radiating from and around his mother as she sang to him. His father was a good man but did not return from conflict. He remembers seeing his father walking off to war. His gear and tack bound to him as he headed off to his duty. The young boy was brought to the Monastery of the Radiant Crucible where he was raised.
Throughout his life Psalm has had strange dreams that he believes are his mother's attempts to speak to him from her heavenly realms. He privately wonders what need too her from him. Why did she leave? The monastery taught him well and he excelled as a student. Worrying that failure might give reason for anther parent to leave him. Firemaster Myastan has sent him out to find his way, test his mettle and learn from the wider world. This feels both like a proud mission and a tense rejection. He will not let his master down, he will make his mother hear of him in the heavens. Personality:
A quiet and proper man. He speaks little in polite and forthright tones. His words have a factual edge to them with little gild or bite. Longer exchanges reveal a gentle soul that has no room or reason to speak any falsehood even polite ones. Appearance:
A ruddy and handsome man with short wavy brown hair. He has sharp features, square and hard. He has light green eyes with flecks of gold. His clothing is well traveled loose fitting baggy pants are cuffed at the knees by soft leather boots. His close fit white jerkin is traced with green embroidery. He wears a reddish brown scarf around his shoulders large enough to serve as a hood if the weather turned. He has little or no finery to him. |