Jakaw Razorbeak

Won Hung Lo's page

43 posts. Alias of Daniel Stewart.


Classes/Levels

Male Kenku | Monk 1 | HP: 9/9 | AC: 15 | Saves: S+3, D+5, Co+1, I0, W+2, Ch-1 | Passive Insight and Perception: 14

About Won Hung Lo

Won Hung Lo
Kenku Monk 1
Medium , neutral

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Armor Class 15
Hit Points 9 (1d8+1)
Speed 30 ft.
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STR 13 (+1), DEX 17 (+3), CON 12 (+1), INT 10 (+0), WIS 15 (+2), CHA 8 (-1)
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Saving Throws Str +3, Dex +5
Skills Acrobatics +5, Deception +1, Insight +4, Perception +4, Sleight of Hand +5, Stealth +5
Senses passive Perception 14
Languages understands Auran and Common but doesn't speak
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Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Actions
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Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+3 slashing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d4+3 bludgeoning damage.

Equipment Handaxe, backpack, bedroll, mess kit, rations (5), rope, hempen (50 feet), tinderbox, waterskin, 11 gp, 6 sp

Background
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Criminal: Pickpocket
Feature: Criminal Contact
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.

Racial Traits
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Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Class Features
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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.