myrkwise
Despite everything, I'm still here.
If it comes down to it, it may be better to go with a Point-Buy method. It’d make things more balanced at least.
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Yours rounds down to 11How are my numbers? Do they fall above the rule to reroll or no?
well... you're above an 11!Woohoo! Thank you!
an 8, and a 15. One better, one worse.
yeah that.... would have been smarter probably... sorry!If it comes down to it, it may be better to go with a Point-Buy method. It’d make things more balanced at least.
It’s all good. If we’re all fine with what we end up with rolling, I think it’ll be fine if we stick to what we haveyeah that.... would have been smarter probably... sorry!
Nice!A work in progress, but you can see where I'm going with the character
Name: Sasha Almar
Race: Wood Elf
Gender: Female
Alignment: Chaotic Neutral
Attributes
Str: 8 -1
Dex: 16 +3 / +5
Con: 12 +1
Int: 10 +0
Wis: 16 +3 / +5
Cha: 11 +0
Level: 3
Class: Monk
Hit Points: 21
Hit Dice: 3d8
Armor Class: 16
Proficiency Bonus: +2
Walking Speed: 45ft
Armor and Weapons
Shortsword - +5 to hit, 1d6+3 Slashing, Martial, Finesse, Light
Dart - +5 to hit, 1d4+3 Piercing, Simple, Finesse, Thrown, Range 20ft/60ft
Unarmed Strike - +5 to hit, 1d4+3 Bludgeoning
Deflect Missiles - 1d10+6
+5 - Acrobatics (P)
+3 - Animal Handling
+0 - Arcana
-1 - Athletics
+0 - Deception
+0 - History
+5 - Insight (P)
+0 - Intimidation
+0 - Investigation
+3 - Medicine
+0 - Nature
+5 - Perception (P)
+0 - Performance
+0 - Persuasion
+2 - Religion (P)
+3 - Sleight of Hand
+5 - Stealth (P)
+3 - Survival
Other Proficiencies
Armor - None
Weapons - Longbow, Longsword, Shortsword, Simple Weapons
Tools: Calligrapher's Supplies, Lute
Languages
Common, Draconic, Elvish, Goblin
Monk Features
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.
Ki - 3pts/Short Rest DC Save 13
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 - 1 Bonus Action
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 - 1 Bonus Action
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - 1 Bonus Action
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
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic Tradition - Way of the Kensei
Deflect Missiles - 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+6. If you reduce the damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) within range 20ft/60ft.
Path of the Kensei
Kensei Weapons - You choose kensei weapons, gain proficiency with them if you don't already have it, and they are treated as monk weapons.
Agile Parry - If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei 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 ranged attacks with a Kensei weapon deal an extra 1d4 damage of the weapon's type until the end of the current turn.
Wood Elf Racial Traits
Darkvision - You can see in darkness up to 60ft.
Keen Senses - You have proficiency in the Perception skill.
Fey Ancestry - You have advantage on saves against being Charmed, and magic can't put you to sleep.
Trance - You don't need to sleep, but meditate semiconsciously for four hours a day. While meditating, you can ream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from eight hours of sleep.
Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot - Your base walking speed increases to 35 feet.
Mask of the Wild - You can attempt to hide even when you are only lightly obscured.
wip
Gold:
Sounds goodhey comrades i posted the starter for when we're ready? ((not yet though))