Monk

Sorin Greystone's page

262 posts. Alias of Greycastle.


Race

| S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes

Classes/Levels

| Spell Slots: 1st - 1/2

Gender

Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14

About Sorin Greystone

Half Elf Female Monk 2/Cleric (war) 1
Title - Shining Fist of Torm
Experience - 900
Alignment - Neutral Good with Lawful Leanings
Vision - Darkvision 60ft
Languages: Chondathan(common), Elven, Dwarvish, Celestial

==STATISTICS==
Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 12
Hit Points - 23/23
Speed - 40ft

==DEFENSE==
AC 15
S +2, D +5, C +1, I +1, W +2, C +1

==OFFENSE==
Init +3, Spd 30 ft

Melee
- Quarter Staff: +5, 1d6+3/1d8+3 bludgeoning
- Unarmed Strike: +5, 1d4+3 bludgeoning

Range
- Dart (20/60): +5, 1d4+3 piercing

Background:

Secluded Monastic Tradition (hermit)

Skills: Medicine, Religion
Tools: Herbalism Kit
Language: Celestial
Feature: Discovery
The quiet seclusion of your extended seclusion game 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 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

Personality Trait:
I feel tremendous empathy for all who suffer.

Ideal:
Greater Good. My gifts are meant to be shared withall, not used for my own benefit.

Bond:
My seclusion gave me insight into a great evil that only I can destroy.

Flaw:
Now that I've returned to the world, I enjoy its delights a little too much.

Skills & Proficiencies:

== SKILLS ==
*Acrobatics (Dex) +5
Animal handling (Wis) +2
*Athletics (Str) +2
Deception (Cha) +1
Insight (Wis) +2
Intimidation (Cha) +1
Investigation (Int) +1
Knowledge Arcana (Int) +1
Knowledge History (Int) +1
*Knowledge Religion (Int) +3
Knowledge Nature (Int) +1
*Medicine (Wis) +4
*Perception (Wis) +4
Performance (Cha) +1
Persuasion (Cha) +1
Sleight of hand (Dex) +3
Stealth (Dex) +3
*Survival (Wis) +4

==Proficiencies==
No Armor
Simple Weapons, Shortswords
Herbalism Kit, Woodworker's Tools

Racial Traits:

==Darkvision==
Thanks to your elf 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.

==Fey Ancestry==
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

==Skill Versatility==
You gain proficiency in two skills of your choice.
- Perception, Survival

==Languages==
You can speak, read, and write Common, Elvish, and one extra language of your choice.
- Dwarven

Class Abilities:

==Unarmored Defense==
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==
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==
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.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

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==
+10ft

Equipment:

Carrying Capacity

Currency: 27g, 9s, 5c
==Self==
Common Clothes
Thin rope belt
Explorer's Pack
Quarterstaff
Darts (10)
Healing Potion (2)

==Explorer's Pack==
Herbalist Kit
Woodworker's Tools
Prayer Book
Vial of Ink
(2) Candle

Casting:

Spellcasting DC 12, +4attack
Cantrips Known: Guidance, Sacred Flame, Thaumaturgy
Prepared Spells: (3 total not counting *)
1st - Divine Favor(c)*, Shield of Faith(c)*, Cure Wounds, Detect Magic (r), Bless(c)

==Spell Slots==
1st lvl - 2/2

Appearance and Personality:

==Appearance==
Sorin is an attractive young woman with brown hair, emerald green eyes, and sharp features denoting her elven heritage.

Several tattoos crawl across her skin depicting several images of the Triad. The wrapped bleeding hands of Illmater, the balanced scales of Tyr, and the Golden Lion of Torm. All intricately inked to cover her body in interesting ways.

She often wears sleeveless tops to show off her tattoo and allow freedom of movement.

==Personality==
Sorin is curious and excited to experience new things. The suffering of others pains her and she will often try to help.

She highly respects the law, but her mother taught her that sometimes the law can be used against the greater good and the rigidity of some of her instructors caused to think hard about rules and their intent.

Backstory:

==Summary==
Younger Years – Born out of wedlock in a monastic temple dedicated to the Triad (illmater, torm, tyr), the House of the Radiant Triad. It was unacceptable in the Greystone family to have an unwed mother and it would bring shame upon them, so Sorin's mother fled to the monastary.

Early Teens – Learned about medicine and basics of combat and how to use her agility against stronger foes. This is when she began to hear the whispers of Torm calling to her.

Later Teens – Her mother dies, leaving Sorin a note explaining who her family was and some information about her father. Begins preparations to leave the temple and meet her family.

Current – After meeting her aging grandfather, Sorin sets out for Waterdeep in search of her father and on the the request of her grandfather, recover the family sword.

==Longer Version==
The story -
Hard times had fallen on the Greystone family. Debts were racking up and multiple bad years for crops had driven the family into serious need of coin. It fell upon Toros Greystone, the family's patron to come up with a solution.

A caravan, detoured on its way to Waterdeep, came through town when Sorin's mother, Ahlma was a young woman of sixteen. The merchants of the caravan were wealthy and looked to do business with any of the townsfolk that they could while they were in town. Toros, coming to know better idea of how to gather funds to pay the family's debts, settled on selling the family's sword. It had been in Greystone hands for generations. Toros had no choice though, the sword could fetch a large sum of money that could set the family for many years.

Toros met a Elven merchant willing to purchase the sword. He offered a very fair price to Toros, one that could not be even reconsidered and the transaction took place. It was during said transaction that Toros noticed his daughter and the elven man making eyes at each other. As a father, Toros would have none of that and ushed his daughter from the place immediately. It was too late though, the lust of youth had struck.

The tryst between Ahlma and the elven merchant was short but passionate. The caravan only stayed for a ten day before pulling it's tents and heading to Waterdeep once again. Unbeknownst to Ahlma as the caravan rolled away, she was with child. When she discovered the morning sickness and the changes to her body she hurriedly went to the local priest of Illmater.

The priest offered her three solutions
- Tell her family and bring shame upon them for having an unclean daughter and a bastard child to deal with. As well as no way of knowing how her father would react.
- Remove the child through abortion. A choice that she could not bring herself to make, as much as the child would burden her.
- The priest offered her a place in the clergy. The child would be born in the temple and be raised a servant of the Triad as well.

Ahlma was secreted away to the House of the Radiant Triad a few days later. She had left a letter for her father explaining that she had heard the call of Illmater and decided to join the church. She knew it would hurt her father but she had no choice. She always thought she would reconcile with her father one day and let him know what had truly happen. She never did.

It wasn't until after Ahlma's death that he would learn of the true story of how he lost his daughter. Sorin came to visit him, bringing the letter left to her by Ahlma and a few personal effects of her mother's that would easily identify Sorin as honest about her mother's heritage. Sorin learned that her uncle, Ahlma's older brother, had died in a farming accident leaving Toros with no heirs to his family's lands. As he aged the land became to hard to work on his own so he began to sell it off. On a positive note, with wise investments of the sales of sword and property Toros has secured the family home and grounds for the foreseeable future. Meeting his granddaughter is a profound experience for him though, he seems delighted to know that his blood may still yet continue on. Sorin does get the impression though that he was a hard man and that he may have not been so forgiving or pleased about this information if he were younger. The benefits of age Sorin guess's. She spends some time with Toros, trying to get to know him but soon he asks her to do something for him. He asks her to correct the mistake of a desperate man. “Seek out your father and recover our family's sword. Would you do this for an old man?”
Sorin agrees to the request and a few days later finds herself on the road to Waterdeep armed with the small amount of information that her mother gave her about her father and an in depth description of the family sword that she seeks.

Progression and Additional Notes to DM:

I left info on her father to be somewhat vague. So that we could develop it together or if you have ideas you could run with it, just fill in my blanks.

I'm not super positive on where in the timeline we are, that will take some additional research. But I believe some followers of Torm after the Time of Troubles took on the Penance of Duty to atone for the churches actions during the ToT. We might be able to incorporate that somehow into the story as well. Possibly using the Hermit's Discovery feature.

If we don't use it in that manner, we have an opening to somehow develop my hermit feature ability into the weave of the campaign.

For progression, Sorin is heading for a Kensai monk and having the family sword by 4th level or so would be just about perfect timing that she would use the sword as her own blade. I saw it as a magical sword and nothing more but if we want to expand upon that, cool. She will also be sprinkling in level of Cleric (war domain) as she levels.