Difference between revisions of "Dune"

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|Tools= Painter's Tools, Hand Drum
|Tools= Painter's Tools, Hand Drum
|Languages=Common, Primordial, Espruar, Terran, Midani
|Languages=Common, Primordial, Espruar, Terran, Midani
|Armor= None (using Natural Armor from Dao Heritage feat)
|Armor= None
|Weapons= Simple, Monk Weapons*
|Weapons= Simple, Monk Weapons*
|Attacks=''Unarmed Attack:'' +4, 1d4+2, Bludgeoning<br />''Longsword:'' +4, 1d8+2, Slashing
|Attacks=''Unarmed Attack:'' +4, 1d6+2, Bludgeoning<br />''Longsword:'' +4, 1d8+2, Slashing
|Armor Class= 15
|Armor Class= 15
|Initiative= +3
|Initiative= +3

Revision as of 20:12, 20 October 2019

Race: Earth Genasi, Class: Monk (Way of the Kensei)
Background: Dead, Alignment: Neutral
Patron Deity: None
Factions: None
Ability Scores
Strength 10 (0), Dexterity 16 (+3), Constitution 16 (+3);
Intelligence 10 (0), Wisdom 14 (+2), Charisma 12 (+1)
Bonus: {{{Bonus}}}
Saving Throws: STR & DEX
Skills: Acrobatics (DEX), History (INT), Intimidation (CHA), Stealth (DEX)
Tools: Painter's Tools, Hand Drum
Languages: Common, Primordial, Espruar, Terran, Midani
Armor: None
Weapons: Simple, Monk Weapons*
Attacks: Unarmed Attack: +4, 1d6+2, Bludgeoning
Longsword: +4, 1d8+2, Slashing
Armor Class: 15, Initiative: +3, Speed: 40 ft unencumbered, 30 ft Encumbered
Hit Points: 43, Hit Dice: 5d8+3
Personality Traits:
  • When I want something, I'm simple and direct in my request.
  • Those who ask me about my death are quick to learn never to ask me again.
  • Those who go out of their way to assume my size dictates my intelligence or use are often up for a big surprise.
  • I'm tired of hearing the same questions repeatedly about my skin, my crystals, and the like. It annoys me greatly having to answer these.
Labor: Life is short, and I must keep working to make my mark
Joy: On the flipside, life may be taken from us without notice. When given the opportunity, we should enjoy ourselves as greatly as possible.

Bonds: The scars of my death wound are still on my body. While they are kept hidden in general due to my style of clothing, I am not shamed by them.
Flaws: I believe I am better than everyone who hasn't died and come back from the dead.

Death is the protector of life, and life is the process of death - Wasif ali Wasif


Racial Traits

Earth Walk: I can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone: I can cast the Pass without Trace spell once per long rest, requiring no material components. CON is my spellcasting ability for this spell

Class Traits

Martial Arts: (Monk 1, PHB 78 (d6):

  • Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword. Can use DEX instead of STR and use the Martial Arts damage die. When taking an Attack action with these, I get one unarmed strike as a bonus action.

Unarmored Defense: (Monk 1, PHB 78)

  • Without armor and no shield, AC is 10 + DEX modifier + Wisdom modifier

Ki: (Monk 2, PHB 78) (5/short rest)

  • I can spend ki to fuel special actions
  • I need to meditate for at least 30 min per short rest for that short rest to restore ki

Unarmored Movement: (Monk 2, PHB 78) (+10 ft)

  • Speed increases and eventually lets me traverse some surfaces without falling as I move

Deflect Missiles: (Monk 3, PHB 78) (1d10 + 5 + DEX modifier; 1 ki to throw)

  • As a reaction, I can reduce ranged weapon attack damage done to me
  • If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon

Slow Fall: (Monk 4, PHB 78) (25 less falling damage)

  • As a reaction, I can reduce any falling damage I take by five times my monk level

Stunning Strike: (Monk 5, PHB 79)

  • 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.
Extra Attack: (Monk 5, PHB 79)

  • Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Specialty Traits

Path of the Kensei (Way of the Kensei 3, XGtE 34) (2 Kensei weapons)

  • I gain proficiency with painter's supplies
  • Some weapons that don't have the Heavy or Special properties become kensei weapons for me
  • At least one ranged and one melee weapon, more at higher levels (longbow qualifies)
    • Kensei weapons: proficient, count as monk weapons, special bonuses depending on type:
      • Melee: If I do an unarmed strike during an Attack action, +2 AC until my next turn starts
      • Ranged: As a bonus action, ranged weapon deals +1d4 damage in current turn

Background Traits

Spirit Talk: You can connect with the souls of the dead thanks to the long time you spent dead. You may spend a day of downtime communicating with the souls to learn a piece of information by asking a question. The quality and specifics of the information you get are up to the DM.




  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: Gold coin with drow glyph and silhouette of eight-legged spider with a woman's head
  • Gems: x

Magic Items

  • x


Carried Equipment

  • In Hand: Longsword
  • Worn: Vest of many pockets (contains Harper's Pin and document with description of dead bodies found)
  • Belt: x
  • Backpack: x
  • On back: Longbow, quiver with 60 arrows

Stored Equipment

  • x


  • Modest: (1 gp/day)


Born in Anauroch approximately 100 years before now, the boy originally named Dalesh was an unexpected and, by his father, unwanted surprise. The sands had given his father much, and now it gave him an abomination in his eyes. Dalesh was curious as to why he was the way he was, and wanted to explore beyond the sands of the Sword to learn more about himself. When he was 15, he was dragged away from the caravan one night by the Sultan's men, his father, and his uncles. There, he was kicked, beaten, punched, and whipped until the sands were wet with his blood. He begged and pleaded for them to stop, and then the Sultan stepped behind him and drew his scimitar blade across his throat.

The images that he recalls from his time amongst the dead are confusing and bleak. He thinks that he sent himself to some nether realm, neither good nor evil, but still punishing.

And then, he arose. That experience was full of sounds (screaming and angry yelling), visuals (blood, lights, and spirits), and tastes (blood on his tongue, sweet, sour). He awoke in the desert, all alone, where he'd died. He used his knowledge of desert survival to make it to a nearby caravan, where a guard woman dressed in simple clothes, leaning on a staff with a bow strapped around her body, smiled at him. Her sky-blue skin and perpetually wind-tossed white hair making her stand out. She introduced herself to him as Zephyr, and gave him a name for himself: genasi.

From there, he spent the next 5 years studying with her, learning more about who the genasi were and how they came to be, but also learned about her way of moving through the world, how she protected herself and those around her. He became her apprentice in the way of the Kensei, learning how to manipulate his inner core of strength, his ki.

He took his leave of her and began working as a guard himself, using his abilities and skills to take out danger before it overwhelmed his employers. He learned more, meditating on his anger and using that energy to drive him to do more. He wasn't yet sure what "more" looked like, but he knew that he wasn't going to take this second chance at life for granted. He was going to leave a legacy behind this time.

Important Individuals

  • Zephyr (Air Genasi Monk, Way of the Kensei)