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[5e] Into the Woods {RG}
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<blockquote data-quote="JustinCase" data-source="post: 7949998" data-attributes="member: 6776182"><p><strong>Bimpnott</strong></p><p>NG firbolg city watch shadow monk 4</p><p></p><p>[ATTACH=full]120206[/ATTACH]</p><p>[spoiler=Basic information]</p><p><strong>Name: </strong>Bimpnott Bimpnotting</p><p><strong>Sex: </strong>male</p><p><strong>Race:</strong> firbolg (VGtM)</p><p><strong>Class/Level:</strong> monk 4</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Size:</strong> Medium</p><p><strong>Languages: </strong>Common, Dwarvish, Elvish, Giant, Gnomish</p><p><strong>Speed:</strong> 40ft.</p><p><strong>Init:</strong> +2</p><p><strong>Prof. Bonus:</strong> +2</p><p><strong>Passive Perception:</strong> 13</p><p><strong>Proficiencies:</strong> Simple weapons, shortswords; Cook’s utensils</p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 16 (+2 dex, +3 wis, +1 cloak)</p><p><strong>HD: 4</strong>d8+4</p><p><strong>Maximum HP:</strong> 27</p><p><strong>Current HP:</strong> 27</p><p><strong>Saves:</strong> Str* +8, Dex* +5, Con +2, Int -1, Wis +4, Cha +2</p><p><strong>Notes:</strong> <em>Cloak of Protection</em> adds +1 to AC and all saves (included in numbers above). Can spend 1 ki point to take the Dodge action as a bonus action on your turn (Patient Defense). Can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and jump distance is doubled (Step of the Wind). As a reaction, decrease damage from ranged attack by 1d10+6 (Deflect Missiles).</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> Unarmed strike +7 (1d4+5 bludgeoning)</p><p><strong>Melee:</strong> Shortsword +7 (1d6+5 piercing; finesse, light)</p><p><strong>Ranged:</strong> Dart +7 (1d4+5 piercing; finesse, thrown 20/60)</p><p><strong>Note:</strong> When using the Attack action with an unarmed strike or a monk weapon on your turn, can make one unarmed strike as a bonus action (Martial Arts); can spend 1 ki point to make two unarmed strikes as a bonus action immediately after the Attack action on your turn (Flurry of Blows)</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str*</strong> 20 (+5), <strong>Dex*</strong> 14 (+2) , <strong>Con</strong> 13 (+1), <strong>Int</strong> 6 (-2), <strong>Wis</strong> 16 (+3), <strong>Cha</strong> 12 (+1)</p><p>[spoiler=rolls] <a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">Into the Woods char gen:</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">4D6.HIGH(3) = [5, 6, 3, 3] = 14 > Dex</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">4D6.HIGH(3) = [6, 2, 3, 3] = 12 > Con (+1 ASI)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">4D6.HIGH(3) = [3, 4, 5, 3] = 12 > Cha</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">4D6.HIGH(3) = [1, 2, 2, 2] = 6 > Int</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">4D6.HIGH(3) = [6, 5, 3, 3] = 14 > Wis (+2 racial)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235924" target="_blank">4D6.HIGH(3) = [6, 6, 6, 5] = 18 > Str (+1 racial, +1 ASI)</a></p><p>[/spoiler][/spoiler][Spoiler=Features & proficiencies]</p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p>Firbolg</p><p><strong>Ability scores:</strong> Wisdom +2, Strength +1</p><p><strong>Speed: 30</strong>ft.</p><p><strong>Firbolg Magic:</strong> Can cast <em>Detect Magic</em> and <em>Disguise Self</em> using Wisdom (DC13); can appear to look up to 3 feet shorter using <em>Disguise Self</em>. Both 1/SR.</p><p><strong>Hidden Step:</strong> As a bonus action, can turn invisible until start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw, 1/SR.</p><p><strong>Powerful Build: </strong>You count as one size larger when determining carrying capacity and the weight you can push, drag or lift.</p><p><strong>Speech of Beast and Leaf: </strong>Can communicate in a limited manner with beasts and plants, but not to understand them in return. Advantage on all Charisma checks to influence beasts and plants.</p><p><strong>Languages:</strong> Common, Elvish, Giant</p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>City watch (SCAG)</p><p><strong>Skill Proficiencies:</strong> Athletics, Insight</p><p><strong>Languages: </strong>Two of your choice: Dwarvish, Gnomish</p><p><strong>Watcher’s Eye:</strong> Can find local outpost of the watch or similar organization, and can find the dens of criminal activity.</p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p>Monk (Way of the Shadow)</p><p><strong>Armor and Weapon Proficiencies:</strong> No armor; simple weapons, shortswords</p><p><strong>Tool Proficiences:</strong> Choose a musical instrument or artisan’s tool: Cook’s utensils</p><p><strong>Unarmored Defense: </strong>AC equals 10 plus Wisdom modifier and Dexterity modifier</p><p><strong>Martial Arts: </strong>Gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: Can use Dexterity for attack and damage rolls of your unarmed strikes and monk weapons. Unarmed strike or monk weapon can do d4 damage (goes up with level). Can make one unarmed strike as a bonus action when using the Attack action with an unarmed strike or monk weapon on your turn.</p><p><strong>Ki:</strong> Can spend ki points on special actions. 4 ki points (increases with level), DC13. See under "Ki and Magic", below.</p><p><strong>Flurry of Blows (1 ki point):</strong> Make two unarmed strikes as a bonus action immediately after the Attack action on your turn.</p><p><strong>Patient Defense (1 ki point):</strong> Take the Dodge action as a bonus action on your turn.</p><p><strong>Step of the Wind (1 ki point):</strong> Take Disengage or Dash action as a bonus action on your turn, and double jump distance for your turn.</p><p><strong>Unarmored Movement:</strong> Speed increases by 10ft. when not wearing armor or carrying a shield (increases with level).</p><p><strong>Monastic Tradition:</strong> The Way of Shadow</p><p><strong>Shadow Arts:</strong> Gain the <em>Minor Illusion</em> cantrip. Can spend 2 ki points to cast <em>Darkness, Darkvision, Pass Without Trace</em>, or <em>Silence</em>.</p><p><strong>Deflect Missiles:</strong> As a reaction, decrease damage from ranged attack by 1d10+6 (increases with level). If reducing damage to 0, catch the missile if reasonable.</p><p><strong>Ability Score Improvement:</strong> Strength +1, Constitution +1</p><p><strong>Slow Fall:</strong> Reduce falling damage by 20 (increases by level).</p><p></p><p><strong>SKILLS</strong> (* Proficient)</p><p><strong>+4 (dex) Acrobatics*</strong></p><p>+3 (wis) Animal Handling</p><p>-2 (int) Arcana</p><p><strong>+7 (str) Athletics*</strong></p><p>+1 (cha) Deception</p><p>-2 (int) History</p><p><strong>+5 (wis) Insight*</strong></p><p>+1 (cha) Intimidation</p><p>-2 (int) Investigation</p><p>+3 (wis) Medicine</p><p>-2 (int) Nature</p><p>+3 (wis) Perception</p><p>+1 (cha) Performance</p><p>+1 (cha) Persuasion</p><p>-2 (int) Religion</p><p>+2 (dex) Sleight of Hand</p><p><strong>+4 (dex) Stealth* </strong></p><p>+3 (wis) Survival</p><p>[/spoiler][Spoiler=Ki and Magic]</p><p><strong>Ki save DC:</strong> 13</p><p><strong>Ki points remaining: 4/4</strong></p><p><strong></strong></p><p><strong>KI ABILITIES </strong></p><p><strong>Flurry of Blows (1 ki point):</strong> Make two unarmed strikes as a bonus action immediately after the Attack action on your turn.</p><p><strong>Patient Defense (1 ki point):</strong> Take the Dodge action as a bonus action on your turn.</p><p><strong>Step of the Wind (1 ki point):</strong> Take Disengage or Dash action as a bonus action on your turn, and double jump distance for your turn.</p><p><strong>Darkness (2 ki points): </strong>Cast <em>Darkness</em> spell without material components (Shadow Arts).</p><p><strong>Darkvision (2 ki points): </strong>Cast <em>Darkvision</em> spell without material components (Shadow Arts).</p><p><strong>Pass Without Trace (2 ki points): </strong>Cast <em>Pass Without Trace</em> spell without material components (Shadow Arts).</p><p><strong>Silence (2 ki points): </strong>Cast <em>Silence</em> spell without material components (Shadow Arts).</p><p></p><p><strong>MAGIC</strong></p><p><strong>Cantrip (monk class):</strong> <em>Minor Illusion</em>, DC 13</p><p><strong>Spells 1/SR (Firbolg Magic):</strong> <em>Detect Magic, Disguise Self</em> (can appear to look up to 3 feet shorter), DC 13</p><p>[Spoiler=Spell descriptions]</p><p><strong>DARKNESS</strong></p><p>2nd-level evocation</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, M (bat fur and a drop of pitch or piece of coal)</p><p>Duration: Concentration, up to 10 minutes</p><p>Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</p><p></p><p><strong>DARKVISION</strong></p><p>2nd-level transmutation</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (either a pinch of dried carrot or an agate)</p><p>Duration: 8 hours</p><p>You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.</p><p></p><p><strong>DETECT MAGIC</strong></p><p>1st-level divination (ritual)</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration, up to 10 minutes</p><p>For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt</p><p></p><p><strong>DISGUISE SELF</strong></p><p>1st-level illusion</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 1 hour</p><p>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 <em>(but 3 feet shorter because of racial ability) </em>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.</p><p>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.</p><p></p><p><strong>MINOR ILLUSION</strong></p><p>Illusion cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: S, M (a bit of fleece)</p><p>Duration: 1 minute</p><p>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.</p><p>If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.</p><p>If you create an image of an object – such as a chair, muddy footprints, or a small chest – it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.</p><p>If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.</p><p></p><p><strong>PASS WITHOUT TRACE</strong></p><p>2nd-level abjuration</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)</p><p>Duration: Concentration, up to 1 hour</p><p>A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.</p><p></p><p><strong>SILENCE</strong></p><p>2nd-level illusion (ritual)</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 10 minutes</p><p>For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.</p><p>[/spoiler][/spoiler][Spoiler=Appearance & bio]</p><p><strong>APPEARANCE AND PERSONALITY</strong></p><p>As a firbolg, Bimpnott is and appears as a huge purple-grey fuzzy fellow. In fact, you’ll never meet such a strong guy, or such a gentle soul. That scary habit of moving about so silently, well, you get used to that. The town of Fortnam must be excited to have him on their watch!</p><p></p><p>Well, so are the criminals, because Bimpnott trusts anyone and anything...</p><p></p><p><strong>BIO</strong></p><p>Bimpnott grew up in a forest far away, among his fellow firbolgs until the tribe came under the dark influence of a hag. He was the first to come under her spell as young Bimpnott started to hallucinate about terrifying beasts, tangling leaves and grotesque kin.</p><p></p><p>He fled in terror, and the hag who planned to enslave him and his entire tribe, scared him so that he panicked and spilled her cauldron. The brew engulfed them both, turning him into a toad for a week.</p><p></p><p>The hag was destroyed as his tribe found her cottage and soon found the slug she had turned into, but by then Bumpnott was far away.</p><p></p><p>Now free of the magical hallucinations, he discovered life as a tiny toad in a forest filled with predators was no less scary. And when a huge man caught him in a jar, his life was surely at an end!</p><p></p><p>The potion from the cauldron expired a day later, and the gnome merchant on the hunt for rare animals was scared witless as he found the jar broken and a massive giantkin suddenly flipping the cart sideways under his weight!</p><p></p><p>Bumpnott, taking on the name of the gnome’s late mother because it amused the merchant so, wanted to get far away from the woods that had scared him so, not even considering that what he had seen was the work of a foul hag. The merchant, who quickly earned his trust, eventually brought him to the little town of Fortnam. There they were looking for a new watchman, and the huge firbolg became popular quickly as his presence alone would end tavern brawls. Bumpnott was everyone’s new best friend.</p><p></p><p>And the dwarf named Albrecht was the first - but no wonder, because the firbolg might be the only person alive to love the bard’s music.</p><p></p><p><strong>Personality Traits: </strong>I am always kind and friendly.</p><p><strong>Ideal: </strong>(greater good) It is each person's responsibility to make the most happiness for the entire town.</p><p><strong>Bond: </strong>Even though I was born elsewhere, Fortnam is my home and I will always return there.</p><p><strong>Flaw:</strong> Although I try not to show it, I am terrified of the dangers of the natural world. I am also far too trusting.</p><p>[/spoiler][Spoiler=Inventory]</p><p><strong>COMBAT GEAR</strong></p><p>Shortsword</p><p>Dart x10</p><p><em>Cloak of Protection</em></p><p></p><p><strong>OTHER GEAR</strong></p><p>City watch uniform</p><p>Horn to call help</p><p>Set of manacles</p><p>Pouch</p><p>Dungeoneer’s Pack:</p><p style="margin-left: 20px">Backpack</p> <p style="margin-left: 20px">Crowbar</p> <p style="margin-left: 20px">Hammer</p> <p style="margin-left: 20px">10 pitons</p> <p style="margin-left: 20px">10 torches</p> <p style="margin-left: 20px">Tinderbox</p> <p style="margin-left: 20px">10 days of rations</p> <p style="margin-left: 20px">Waterskin</p> <p style="margin-left: 20px">50 feet of hempen rope</p><p></p><p><strong>MONEY</strong></p><p>10 gp</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7949998, member: 6776182"] [B]Bimpnott[/B] NG firbolg city watch shadow monk 4 [ATTACH type="full" width="334px" alt="firbolg watch 2.png"]120206[/ATTACH] [spoiler=Basic information] [B]Name: [/B]Bimpnott Bimpnotting [B]Sex: [/B]male [B]Race:[/B] firbolg (VGtM) [B]Class/Level:[/B] monk 4 [B]Alignment:[/B] Neutral Good [B]Size:[/B] Medium [B]Languages: [/B]Common, Dwarvish, Elvish, Giant, Gnomish [B]Speed:[/B] 40ft. [B]Init:[/B] +2 [B]Prof. Bonus:[/B] +2 [B]Passive Perception:[/B] 13 [B]Proficiencies:[/B] Simple weapons, shortswords; Cook’s utensils [B]DEFENSE AC:[/B] 16 (+2 dex, +3 wis, +1 cloak) [B]HD: 4[/B]d8+4 [B]Maximum HP:[/B] 27 [B]Current HP:[/B] 27 [B]Saves:[/B] Str* +8, Dex* +5, Con +2, Int -1, Wis +4, Cha +2 [B]Notes:[/B] [I]Cloak of Protection[/I] adds +1 to AC and all saves (included in numbers above). Can spend 1 ki point to take the Dodge action as a bonus action on your turn (Patient Defense). Can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and jump distance is doubled (Step of the Wind). As a reaction, decrease damage from ranged attack by 1d10+6 (Deflect Missiles). [B]OFFENSE Melee:[/B] Unarmed strike +7 (1d4+5 bludgeoning) [B]Melee:[/B] Shortsword +7 (1d6+5 piercing; finesse, light) [B]Ranged:[/B] Dart +7 (1d4+5 piercing; finesse, thrown 20/60) [B]Note:[/B] When using the Attack action with an unarmed strike or a monk weapon on your turn, can make one unarmed strike as a bonus action (Martial Arts); can spend 1 ki point to make two unarmed strikes as a bonus action immediately after the Attack action on your turn (Flurry of Blows) [B]STATISTICS Str*[/B] 20 (+5), [B]Dex*[/B] 14 (+2) , [B]Con[/B] 13 (+1), [B]Int[/B] 6 (-2), [B]Wis[/B] 16 (+3), [B]Cha[/B] 12 (+1) [spoiler=rolls] [URL='http://roll.coyotecode.net/lookup.php?rollid=235924']Into the Woods char gen: 4D6.HIGH(3) = [5, 6, 3, 3] = 14 > Dex 4D6.HIGH(3) = [6, 2, 3, 3] = 12 > Con (+1 ASI) 4D6.HIGH(3) = [3, 4, 5, 3] = 12 > Cha 4D6.HIGH(3) = [1, 2, 2, 2] = 6 > Int 4D6.HIGH(3) = [6, 5, 3, 3] = 14 > Wis (+2 racial) 4D6.HIGH(3) = [6, 6, 6, 5] = 18 > Str (+1 racial, +1 ASI)[/URL] [/spoiler][/spoiler][Spoiler=Features & proficiencies] [B]RACIAL FEATURES & PROFICIENCIES[/B] Firbolg [B]Ability scores:[/B] Wisdom +2, Strength +1 [B]Speed: 30[/B]ft. [B]Firbolg Magic:[/B] Can cast [I]Detect Magic[/I] and [I]Disguise Self[/I] using Wisdom (DC13); can appear to look up to 3 feet shorter using [I]Disguise Self[/I]. Both 1/SR. [B]Hidden Step:[/B] As a bonus action, can turn invisible until start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw, 1/SR. [B]Powerful Build: [/B]You count as one size larger when determining carrying capacity and the weight you can push, drag or lift. [B]Speech of Beast and Leaf: [/B]Can communicate in a limited manner with beasts and plants, but not to understand them in return. Advantage on all Charisma checks to influence beasts and plants. [B]Languages:[/B] Common, Elvish, Giant [B]BACKGROUND FEATURES & PROFICIENCIES[/B] City watch (SCAG) [B]Skill Proficiencies:[/B] Athletics, Insight [B]Languages: [/B]Two of your choice: Dwarvish, Gnomish [B]Watcher’s Eye:[/B] Can find local outpost of the watch or similar organization, and can find the dens of criminal activity. [B]CLASS FEATURES & PROFICIENCIES[/B] Monk (Way of the Shadow) [B]Armor and Weapon Proficiencies:[/B] No armor; simple weapons, shortswords [B]Tool Proficiences:[/B] Choose a musical instrument or artisan’s tool: Cook’s utensils [B]Unarmored Defense: [/B]AC equals 10 plus Wisdom modifier and Dexterity modifier [B]Martial Arts: [/B]Gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: Can use Dexterity for attack and damage rolls of your unarmed strikes and monk weapons. Unarmed strike or monk weapon can do d4 damage (goes up with level). Can make one unarmed strike as a bonus action when using the Attack action with an unarmed strike or monk weapon on your turn. [B]Ki:[/B] Can spend ki points on special actions. 4 ki points (increases with level), DC13. See under "Ki and Magic", below. [B]Flurry of Blows (1 ki point):[/B] Make two unarmed strikes as a bonus action immediately after the Attack action on your turn. [B]Patient Defense (1 ki point):[/B] Take the Dodge action as a bonus action on your turn. [B]Step of the Wind (1 ki point):[/B] Take Disengage or Dash action as a bonus action on your turn, and double jump distance for your turn. [B]Unarmored Movement:[/B] Speed increases by 10ft. when not wearing armor or carrying a shield (increases with level). [B]Monastic Tradition:[/B] The Way of Shadow [B]Shadow Arts:[/B] Gain the [I]Minor Illusion[/I] cantrip. Can spend 2 ki points to cast [I]Darkness, Darkvision, Pass Without Trace[/I], or [I]Silence[/I]. [B]Deflect Missiles:[/B] As a reaction, decrease damage from ranged attack by 1d10+6 (increases with level). If reducing damage to 0, catch the missile if reasonable. [B]Ability Score Improvement:[/B] Strength +1, Constitution +1 [B]Slow Fall:[/B] Reduce falling damage by 20 (increases by level). [B]SKILLS[/B] (* Proficient) [B]+4 (dex) Acrobatics*[/B] +3 (wis) Animal Handling -2 (int) Arcana [B]+7 (str) Athletics*[/B] +1 (cha) Deception -2 (int) History [B]+5 (wis) Insight*[/B] +1 (cha) Intimidation -2 (int) Investigation +3 (wis) Medicine -2 (int) Nature +3 (wis) Perception +1 (cha) Performance +1 (cha) Persuasion -2 (int) Religion +2 (dex) Sleight of Hand [B]+4 (dex) Stealth* [/B] +3 (wis) Survival [/spoiler][Spoiler=Ki and Magic] [B]Ki save DC:[/B] 13 [B]Ki points remaining: 4/4 KI ABILITIES Flurry of Blows (1 ki point):[/B] Make two unarmed strikes as a bonus action immediately after the Attack action on your turn. [B]Patient Defense (1 ki point):[/B] Take the Dodge action as a bonus action on your turn. [B]Step of the Wind (1 ki point):[/B] Take Disengage or Dash action as a bonus action on your turn, and double jump distance for your turn. [B]Darkness (2 ki points): [/B]Cast [I]Darkness[/I] spell without material components (Shadow Arts). [B]Darkvision (2 ki points): [/B]Cast [I]Darkvision[/I] spell without material components (Shadow Arts). [B]Pass Without Trace (2 ki points): [/B]Cast [I]Pass Without Trace[/I] spell without material components (Shadow Arts). [B]Silence (2 ki points): [/B]Cast [I]Silence[/I] spell without material components (Shadow Arts). [B]MAGIC Cantrip (monk class):[/B] [I]Minor Illusion[/I], DC 13 [B]Spells 1/SR (Firbolg Magic):[/B] [I]Detect Magic, Disguise Self[/I] (can appear to look up to 3 feet shorter), DC 13 [Spoiler=Spell descriptions] [B]DARKNESS[/B] 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. [B]DARKVISION[/B] 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (either a pinch of dried carrot or an agate) Duration: 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. [B]DETECT MAGIC[/B] 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt [B]DISGUISE SELF[/B] 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 [I](but 3 feet shorter because of racial ability) [/I]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. [B]MINOR ILLUSION[/B] Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object – such as a chair, muddy footprints, or a small chest – it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. [B]PASS WITHOUT TRACE[/B] 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. [B]SILENCE[/B] 2nd-level illusion (ritual) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. [/spoiler][/spoiler][Spoiler=Appearance & bio] [B]APPEARANCE AND PERSONALITY[/B] As a firbolg, Bimpnott is and appears as a huge purple-grey fuzzy fellow. In fact, you’ll never meet such a strong guy, or such a gentle soul. That scary habit of moving about so silently, well, you get used to that. The town of Fortnam must be excited to have him on their watch! Well, so are the criminals, because Bimpnott trusts anyone and anything... [B]BIO[/B] Bimpnott grew up in a forest far away, among his fellow firbolgs until the tribe came under the dark influence of a hag. He was the first to come under her spell as young Bimpnott started to hallucinate about terrifying beasts, tangling leaves and grotesque kin. He fled in terror, and the hag who planned to enslave him and his entire tribe, scared him so that he panicked and spilled her cauldron. The brew engulfed them both, turning him into a toad for a week. The hag was destroyed as his tribe found her cottage and soon found the slug she had turned into, but by then Bumpnott was far away. Now free of the magical hallucinations, he discovered life as a tiny toad in a forest filled with predators was no less scary. And when a huge man caught him in a jar, his life was surely at an end! The potion from the cauldron expired a day later, and the gnome merchant on the hunt for rare animals was scared witless as he found the jar broken and a massive giantkin suddenly flipping the cart sideways under his weight! Bumpnott, taking on the name of the gnome’s late mother because it amused the merchant so, wanted to get far away from the woods that had scared him so, not even considering that what he had seen was the work of a foul hag. The merchant, who quickly earned his trust, eventually brought him to the little town of Fortnam. There they were looking for a new watchman, and the huge firbolg became popular quickly as his presence alone would end tavern brawls. Bumpnott was everyone’s new best friend. And the dwarf named Albrecht was the first - but no wonder, because the firbolg might be the only person alive to love the bard’s music. [B]Personality Traits: [/B]I am always kind and friendly. [B]Ideal: [/B](greater good) It is each person's responsibility to make the most happiness for the entire town. [B]Bond: [/B]Even though I was born elsewhere, Fortnam is my home and I will always return there. [B]Flaw:[/B] Although I try not to show it, I am terrified of the dangers of the natural world. I am also far too trusting. [/spoiler][Spoiler=Inventory] [B]COMBAT GEAR[/B] Shortsword Dart x10 [I]Cloak of Protection[/I] [B]OTHER GEAR[/B] City watch uniform Horn to call help Set of manacles Pouch Dungeoneer’s Pack: [indent]Backpack Crowbar Hammer 10 pitons 10 torches Tinderbox 10 days of rations Waterskin 50 feet of hempen rope[/indent] [B]MONEY[/B] 10 gp [/spoiler] [/QUOTE]
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[5e] Into the Woods {RG}
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