Baeshra

Baeshra

Inspirational Music for Baeshra

 

Return of the Hero - Soundmopi

Lean on me - J2

Physical Description

General Physical Condition

Lithe and athletic, sleek with well cared for scales, a peek example of monk training from her head to tail.

Body Features

Red scales with yellow belly scales, A spinal fin of red spines and yellow webbing, horns on her head and a few patches of pink scales.

Physical quirks

Lizard like skitter, often belly crawls around... peeks around corners for a second before she moves around them.

Special abilities

Super speed. Reaches over 63mph at times.

Mental characteristics

Gender Identity

Animal   possibly Female

Sexuality

Straight?

Education

Monk Hermit school

Employment

World Wanderers

Morality & Philosophy

Baeshra.

Personality Characteristics

Likes & Dislikes

Likes meat

Dislikes Bread

Social

Contacts & Relations

Has a Prestige from saving Residents of Thunderdome.
Has a Prestige from Exploring Fones Tomb
Has Prestige 3 from Marriage to Tar'uum

Family Ties

Tar'uum - Husband
3 eggs

Social Aptitude

Does not like large crowds and does not always understand or comprehend "Sayings" or metaphors... however sometimes comes up and delivers great wisdom to people who seem to be in need.

Mannerisms

Wiggles tail... check Peers around corners for a few seconds before rounding them... check blinks aquatic eyelids... check Closes aquatic eyelids on land to distance herself from people if she can't leave

Hobbies & Pets

Little Lea, a Blue Aquatic Tressym that bares a bit of resemblance to Leathyria Baeshra's best friend who fell in battle, Baeshra is rarely seen without the little blue creature unless going out on a dangerous mission.

Wealth & Financial state

Total Platinum Gold Silver Coper
6200 350 2700 0 0
Alignment
Neutral Hungry
Honorary & Occupational Titles
"Fortune Cookie"
Birthplace
Bloodwave Bay
Children
Current Residence
The World Wanderers
Gender
Female
Eyes
Pink, slanted, Lizard, two sets of eyelids (regular and aquatic)
Hair
no hair... scales.
Skin Tone/Pigmentation
Red and yellow
Height
5'5"
Quotes & Catchphrases
"Oh... your approaching me?"
Known Languages
Common, Draconic, Giant

Baeshra

Lizardfolk Race
Bloodwave/spelunker Origin
Monk(Kensai)5/Ranger(Gloom)3/Fighter2/Rogue1 11 Class & Level
Nuetral Hungry Alignment
The 7 Deity
World Wanderers Faction
Ranger-Page (Ambassador) Rank/Position
25 Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 11
Hit Die
1d10+3
+4 proficiency bonus
+4 Strength
+8 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+7 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+4 Investigation
+8 Martial
+0 Medicine
+0 Nature
+11 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+12 Stealth
+7 Survival
skills

 
56
MV
4
Prestige
2
Attunement Slots
17
Armor Class
97
Hit Points
+7
Initiative
40-80 walk/swim
Speed
WeaponAttackDamageVersatile Damage
Bite/unarmed 1d20+8 1d6+4+1
The Wanderers Staff 1d20+9 1d6+5+1 1d8+1+4+1
Pain 1d20+9 1d6+1+4+1
Longbow 1d20+10 1d8+4 1d8+1d4+4
Shochraos 1d20+11 1d8+1d4+1+2+4 1d8+1d4+1d6+1+2+4
Thornbane Javelin 1d20+8 1d6+4+1
Driving Storm 1d20+8 1d6+1d4+4+1 1d8+1d4+4+1
any nonmagical simple melee weapon 1d20+8 1d6+4+1
any nonmagical simple ranged weapon 1d20+10 1d6+4
Attacks
Light armor, Medium Armor, Sheilds, Shortswords, Longbow, Whip, Simple Weapons, martial weapons, Woodcarvers(bonecarver) tools, Rangers Stones, Cartographers kit, Painting (drawing) Tools
Proficiences

Level 1 Spells Known



Cure wounds


1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Speak with Animals


1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Disguise Self


1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Hunters Mark


1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Spells per day


3

Spellcasting

Equipment


Quarterstaffx2 (on Crocodile)
Whip (on Crocodile)
Longbow (on Crocodile)
Travelers Cloths (on Crocodile)
Cartographers Kit (on Crocodile)
Fine Clothing, A red and yellow dress built to easily be removed in a hurry so as not to destroy it if combat is needed (carried by crocodile)
2 more sets of fine clothing (carried by crocodile)
Tiara made from fake roses(Carried by crocodile)

Darts (throwing stars) x10
Dagger
Silver Whip
Set of Silver claws(shortsword)
Masterwork Longbow
652 arrows

Thorn Bane Javelin


Advantage to hit Vs. plant type


Pain


(whip) (2000GP) - +1 enchantment, finesse, light, reach 15ft. Regain 1d4 Hp when you deal damage with this weapon


Driving Storm


(spear) - Spear - Major Uncommon (800GP) This spear deals an additional 1d4 Cold Damage


The Wanderers Staff


(a quarterstaff) - Wanderer's Staff Major Rare (3500-4000) Attunement +1 Quarterstaff The wielder gains a +20 to their walking movement speed. Whenever the wielder takes the dash action, they may move twice as far with that action. Whenever you would take the attack action, you may spend a bonus action, if you do, you may push back all enemies adjacent to you 20ft, if they fail a DC 14 Strength saving throw.


Kobolds Confounding Cloud


(5) .5lb: These small iron balls, 1 inch in diameter, have been enchanted with Fog Cloud. They are fragile, but not so much that merely dropping it could break it. Smoke Bomb: You can take an action to throw this item at any spot you can see within 40 feet. When you do it shatters on impact, releasing a cloud of fog with a 10 foot radius, centered on where it was shattered. This cloud persists for 2 rounds, and spreads around corners. Upon completion you receive 5.


The Light Touch


Neck - Major Uncommon
“This bandana is woven of radiant cloth.”
Melee attacks you make deal an additional point of radiant damage. You may cast the cantrip Word of Radiance. If you are not a spellcaster that is normally capable of casting this spell, the damage dice from this spell never exceeds 1d6. Once per long rest, you may use your reaction to gain advantage on an effect that would cause you to be blinded. You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.


Leathyra's Memory


"Ring" - Major Uncommon - (950g) A silver ring made from the severed, skeletal finger of a friend taken too soon.Once per day, you can cast the spell "Find Familiar" from this ring without using material components, but the only familiar you are able to summon is a tiny aquatic tressym. Only one tressym can be summoned at a time, and it must die or be dismissed (no action required), before another can be summoned. The familiar only obeys the one who summoned it. If you do not possess a spellcasting class feature, you can't gain any of the usual benefits from Find Familiar with this type of familiar. In combat, the tressym can use its action to make a claw attack against a target, dealing 1 slashing damage on a hit. The tressym can detect whether a substance is poisonous by taste, touch, or smell, and is immune to poison damage. The tressym has advantage on Wisdom (Perception) checks that rely on smell. (Slots used: Base, Enhancement, Enchantment (Nonspell), NOT Adornment, flavor items don't count for special slots like that)
code:


Retcon


You can use an action (which i wanted as a 10 minute ritual to allow for a better item to create an RP only familiar) to cast the Find Familiar spell, but the only familiar you are able to summon this way is a tiny aquatic tressym (perfect). The tressym does not benefit from its Detect Invisibility trait (which it never could), cannot deliver touch spells(which it never was going to), and it gains a 40 foot swim speed instead of a fly speed (Good change). This ability cannot be used again until the next dawn (Fair).

The familiar disappears after 1 hour((...)), as soon as you fall unconscious((...)), or you take off the ring((...))


Shochraos(Currently Attuned)


+1 Longbow - Major Rare - (2500 GP, 25 days) - Contingent Attunement: Kensei

The dark timber of the bow's limb bears a resemblance to the blackened trunks of trees that have been struck by lightning. Just above where the bow would be held a pearl is embedded in the strange wood. It is a brilliant blue in stark contrast to the dull appearance of the limb. At the base of the limb a small and simple engraving of a gorgon can be found. The peice gives of a faint sent of the sea.

Deals an additional 1d4 Cold damage, this damage type changes as Ocean's Spray is used.

Faction Forge Imbuement: +2 lightning on damage rolls

Ocean Spray: Arrows fired from this bow dissolve in the air becoming water and cannot be retrieved. If Kensei's Shot is used the bonus damage is increased to 1d6 and damage type cycles through Cold, Lightning and Thunder in that order.

Flow like Water: When using the Deflect Missile monk feature you reduce the damage by an additional 3 points. When you catch a arrow or bolt in this way and decide to spend 1 ki point to make a ranged attack, you can make it with this bow.

[Base Material, Adornment, Enhancement, Enchantment x2 (1x Spell)


Molten Knuckles


Hand Grips - (Attunement) (attuned)

Whenever the wearer would use martial arts, these attacks deal an additional 1d6 fire damage.

Resistance to Fire Damage


Wrappings of Warding


Being Crafted by Baeshra
Wondrous - Rare - (1,900 GP 19 Days)

These monk wrappings seem to be slightly alive with magic, and while they are worn seem to almost lash out at incoming attacks and missiles only to then re-wrap themselves around the monks wrists.

Not Today! - When an ally within 5 feet of you is targeted by a ranged weapon attack, you can use your reaction to cause the attack to target you instead, but you must do so before you see the result of the roll. If it hits, you can reduce the damage you take from the attack by 1d10 + your Dexterity modifier as part of the same reaction. This ability has 3 uses, and all uses refresh at dawn. If an ally within 5 feet of you is targeted by a ranged spell attack, you can expend 2 uses of this ability for the same effect.
Spark of Battle x1 (used in Warding Wraps)
Wrappings of a mad monk x2 (used in Warding Wraps)
(Thal Stone-Song, Retired Dwarven Battlemaster specializing in defensive effects, but able to make most arms, armor and wondrous kinds of items. [12/3/2018]) (used in Warding Wraps)

(Base enhancement, enchantment and 1 spell filled, adornment empty)


Wrappings of Speed


Wrappings of Speed
Being crafted by Baeshra
Wondrous (Footwear) - Major Rare (2,500, 25 days) - Attunement

Little bolts of red and yellow lightning surround and follow the wearer as they move around.

Your speed is increased by 10 feet while wearing these and you gain advantage on effects that would cause you to fall prone.

Like the Wind - This footwear contains 3 charges and you may expend a charge to gain an additional 10 bonus speed for 3 rounds. This effect cannot stack and all charges replenish on a long rest.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2]


1 Crocodile Figurine
1 Backpack Basket for Plushies
1 Lovely Ruby red gem necklace that glows when held next to (chloe's and Laylats)
1 bandoleer with the wanderers symbol and a patch of a steak on it (2 greater healing potions 1 potion of invulnerability)
1 mess kit
1 Kitten! [Hiatus(home)] (Alive!)
1 dog! [Hiatus (home)] (Similarly alive!)

25 Plushies in basket:

Adorable Chibi Baeshra Plush
Lizardfolk Plush (Baeshra)
Sea Elf with Sparkly wings (Leathyra)
Female Sprite (Aleasia)
Bunnykin Plush (Loka)
Lifesize Peep Plushy
Tar'uum holding a Chibi Baeshra
White Dragon Plushy (Tar'uum)
Triton (Argus)
Thrang Plush
Laylat Plush
Human Plush (Chloe)
Wolf Plush (Cassandra)
Bear Plush (Rauth’k)
Shrub Plush (Lanzu)
Tabaxi Plush (Kura)
Owl Plush (Myrlene.)
Sprite Plush (Ep Silon)
Triton Plush (Aryn)
Kobold Plush (Little Fang)
Throwingstar Plushy (Accurate up to 10 feet)
Lifesized WareWolf Plushy
1 Halloween plushie
1 Egg Plushie
1 Little Lea Plushie


502 Plushies [In a room at the Watch wall]

ENORMOUS Nest shaped plushy big enough to hold 525 plushies, 2 adults and 2 children
1x Halloween plushie
4x Really good Jackal Plush
2x horrible Jackal plush
1x Blue jay plushie
1x Snow Owl plushie
1x Deer plushie
2x horse plushies
5x badger plushies
2x bear plushies
2x wolf plushies
480x Various Plushies


1 Wagon and Warhorse[Haitus(home)]

Warhorse Name:

Voran Achthend

Name Meaning:

Spare Rations

Information:

Stabled at The watch wall


1 Riding Crocodile

Named:

Throden Othi

Name meaning:

Many Teeth

Information:

Really just a novelty mount as Baeshra is faster walking than most any mount, good friend to Baeshra, they wrestle


Mavis the Lobotomized Bulette

Name:

Mavis

Draconic Name:


Draconic Name Meaning:


Fully Equipped for being a pet/mount


Taming:

5/12 DTdays, 2250/5400gp

Information:

A poor beast that Oz lobotomized and Baeshra valiantly attempted to save, a beloved pet of the Ice giant who had named the creature Mavis and claimed her to be his favorite. Now this creature barely registers on a cognitive scale and it will be a long road to recovery



Backpack, Ranger Stones, Guiding Stone, Tinderbox, Bedroll, Mess Kit, Torches x8, 2 days of rations, Water skin, 50ft. Hempen Rope, 10x Health Potions (one in a waterskin), Hourglass, Masterwork Cartographers Kit, Belt Pouch,, 1 vial of holy water, Wood(bone)carvers tools, Leather(Skin)workers kit, Grappling hook, Warding Stone, x2 Antitoxins, 1 set of fine Cloths (Plushie making materials), Weavers Kit, Scroll of Longstrider, lesser restoration scroll, Potion of Greater healing x3 , Invulnerability potions x3, x1 Climbing Potion, 3 superior healing potions, 3 Potion of Gaseous form, gem worth 50gp, fire breathing potions, Medal of Valor(100gp or 1 prestige) 1 lesser restoration scroll, 1 invisibility potion, 2 potions of cold resistance, Potion of Fly

300gp of Diamond Dust

Dsangir Event Scale x1 Weapons, Armor Wisdom, Charisma Light, Arcane, Draconic, Recovery Superior Base Material, Adornment, Enchantment

Specialty Crafter map
(Gildarr Brunnstout : Weapons, Armor, and Shields – Moderate Special Crafter – Strength & Constitution Aligned – Attributes: Power+, Defence+, Resilience [12/22/18)

Royal Krazaxian Blacksmith (Crafter)
Deity: Glory
Item Types: Armor, Shield, weapon
Ability Alignments: Constitution, Wisdom
Masterwork: Yes
Faction Forge: Yes
Sp. Attunement: Yes
+Bonus: Yes
Effects: Power, endurance, earth, resilience, defense
Flawless: 1 Use each

Nivior Quinsitori
Female Dark Elf
Chaotic Good
War Cleric of Astaroth
Flawless
Works on: Weapons
Strength-aligned, Constitution-aligned; Control, Energy, Fortitude, Health, Power, Skill
Can work with faction forges.
Can grant a +bonus to the item.
Cannot make special attunements.
Cannot make masterwork.
Special: 10% crafting speed increase. Increases to 40% if used on a Lance.

Trotted Steel (Special Crafting Method)
Prerequisite: Can only be used in armor and barding, and only if made predominantly from metal.

The mighty hooves of the war horse strike upon the metal, trotting upon it and hammering it down with great strength and power.

When this special crafting method is used, the armor or barding automatically qualifies for the +bonus appropriate for its rarity, or otherwise becomes +1 if it is Minor Rare or Rare in quality. Additionally, there is a 50% chance that the armor or barding gains damage reduction to bludgeoning appropriate for its rarity.

If used in armor, the wearer cannot be dismounted while mounted on a mount.
If used in barding, the wearer gains a +10 bonus to their walking speed while it is worn.


The Frozen Pools (Special Crafting Method)
The special crafting method involves quenching or bathing items in elemental waters.
Always provides cold weather adaptation when attuned
Possible beneficial effects:
Cold Damage/Resistance
Cold damage output boots
Physical damage resist
Cold Absorption
Possible Drawback:
Hot weather vulnerability
Fire damage suffered increased
Fire damage output decreased

Backlogged Crafting days: 49
Backlogged Downtime Days: 0

Promise of Life x1 (Enchantment, Adornment, Armor, Wondrous, Strength Dexterity, Life, Promise, Love, Joy) [Moderate]

Bloody Weapon Fragment x1 (Base Material, Adornment, Weapons, Strength, Dexterity, Blood, War, Finesse) (Superior)

Black Hood Signet x1 Superior / Adornnment Enchantment, Enhancement / Weapons Sheilds Wonderous / Speed, sight, understanding, trickery, wealth

Astaroth's Fist x2 superior / adornment, enhancement / weapons, sheilds / strength, Constitution / Power, Might, Earth

Frostbitten Steel x1 Moderate / Base Material, Enchantment/ Weapons Armor Wonderous/ Strength, Wisdom/ Cold, Law, Perserverance, Survival

x4 Chameleon scales, base, adornment, enhancement, enchantment | sheilds, weapons Wonderous| Strength, Dexterity| Shadow, adaptation, camouflage

Special Commemorative St. Patrick's day Leprechaun gold coin

43x crafting tokens
















Total Platinum Gold Silver Coper
6200
350
2700
0
5


((35 people worth of dead people... human, satyr, minotaur mixture)

Equipment
World Wanderers
Faction
The Mad Man
Stat Array

Features and Traits



Swim Speed

base swim speed of 30ft.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Hunters Lore

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor

You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Proficiency

Light armor, Medium Armor, Sheilds, Shortswords, Longbow, Whip, Simple Weapons, Woodcarvers(bonecarver) tools, Rangers Stones, Cartographers kit, Painting (drawing) Tools

Spelunker

+5 to passive Perception (Wisdom)

Linnorm Boon



Primal Surge



As an bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

Deen'Has



Healing is in her blood



Whenever you would be healed by a spell or the Healer feat you are healed for an additional 3 hit points.


Class Features



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

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.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Ki 5/rest

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.

Way of the Kensai

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensai

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn. Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

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 (range 20/60 feet) 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.

Favored Enemy (humanoid)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

You area master of navigating the natural world, and you react with swift and decisive action when attacked.This grants you the following benefits:
•You ignore difficult terrain.
•You have advantage on initiative rolls.
•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

•Difficult terrain doesn’t slow your group’s travel
.•Your group can’t become lost except by magical means.
•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.
•If you are traveling alone, you can move stealthily at a normal pace.
•When you forage, you find twice as much food as you normally would.
•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area

Fighting Style

Archery +2 bonus to attack rolls you make with Ranged weapons.

Spellcasting

Wiggity woogity spells

Primeval Awareness

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.You cannot use this ability against a creature that you have attacked within the past 10 minutes.Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.If there are multiple groups of your favored enemies within range, you learn this information for each group.

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge


Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Expertise(Perception, Stealth)


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack


Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieves Cant


During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Class/Racial Features & Traits

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