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Name: Bahn Su Preta The Hoard Marked Concept: Hedonist Monk

Class: Monk Path: Kensei


Race: Human (Feat Variant)
Level: 16th
Campaign: Under the Ashen Empire GM: Ryan Premack
Players: Brendan Cooper (Elrila), Chris Pugh (Patrin), Dawson Lint (Gorax, Veeda), Mitch
Darr (Mordecai, Jace), Simon Schroeder (Wagamak, Kolfin), Elizabeth (Saoirse Inglis)
B Team:
Background: Criminal
Skills: Athletics (+11), Acrobatics (+10), Arcane (+7), Deception (+7), Perception (+15),
Stealth (+10), Gaming dice (+6), Insight (+10), Investigate (+7), Thieves Tools (+15), Sleight
of Hand (+10) Region (+7) History (+7), Acupuncture (+10), Calligraphy (+10), Persuasion
(+7), Cooks Utensils (+15),

Attacks:
Glaive: +11 1d10+5
Long sword +12 1d8+6
Longbow +11 1d8+8 or 1d8+1d4+8+1d8
Unarmed: +11 1d8+5
+glaive +13
28, 30, 27, 25

Temp: AC 29, 31 after a weapon attack 25


Speed: 55ft
1d12 Inspiration
You are buffed to Hell: Haste, Warding Bond, Shield of Faith, Bless (not on you) AC 30. 32
after an attack

CURRENTLY UNDER A ZONE OF SILENCE

MAKE A DUMB ATTACK AGAINST THE MAGISTER WITH THE ANTI MAGIC CRYSTAL
ALSO THE PORTAL THING WITH ASTROLAB!

Unarmoured Defence: While you are wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Wisdom modifier.

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

Martial Arts:
• You can roll a d10 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.
• You can use Dexterity instead of Strength for the attack and damage rolls of
your unarmed strikes and monk weapons.
• 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: 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.

Unarmored Movement (+25ft): 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 Table: The Monk. At 9th level, you gain the ability to move along
vertical surfaces and across liquids on your turn without falling during the move.

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 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, which has a normal
range of 20 feet and a long range of 60 feet.

Ability Score Improvement:When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this
feature.

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.

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.

An incapacitated creature can’t take actions or reactions. can’t move, and can speak only
falteringly. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls
against the creature have advantage.

Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself
that is causing you to be Charmed or Frightened.

Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area
effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to
an effect that allows you to make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Purity of Body: At 10th level, you are immune to disease and poison.

Tongue of the Sun and Moon


Starting at 13th level, you learn to touch the ki of other minds so that you understand all
spoken Languages. Moreover, any creature that can understand a language can understand
what you say.

Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it
and take the second result.

Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you
can't be aged magically. You can still die of old age, however. In addition, you no longer need
food or water.

Kensei Weapons: Longbow, Glaive, Longsword


Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Precise Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to
cause the weapon to deal extra damage to the target equal to your Martial Arts die. You
can use this feature only once on each of your turns.

Unerring Accuracy: At 17th level, your mastery of weapons grants you extraordinary
accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it.
You can use this feature only once on each of your turns.

Feats 10

Perceptive: You hone your senses until they become razor sharp. You gain the following
benefits: Increase your Wisdom score by 1, to a maximum of 20. You gain proficiency in the
Perception skill. If you are already proficient in the skill, you add double your proficiency
bonus to checks you make with it. Being in a lightly obscured area doesn't impose
disadvantage on your Perception checks if you can both see and hear.

Lucky (3):2 You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw,
you can spend one luck point to roll an additional d20. You can choose to spend one of your
luck points after you roll the die, but before the outcome is determined. You choose which of
the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck
point when an attack roll is made against you. Roll a d20, and then choose whether the attack
uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the
outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain
your expended luck points when you finish a long rest

Prodigy: You have a knack for learning new things. You gain the following benefits:
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency
in one language of your choice. Choose one skill in which you have proficiency. You gain
expertise with that skill, which means your proficiency bonus is doubled for any ability check
you make with it. The skill you choose must be one that isn't already benefiting from a feature,
such as Expertise, that doubles your proficiency bonus.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your
choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it
at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

– Guidance
– Divination cantrip
– Casting Time: 1 action
– Range: Touch
– Components: V, S
– Duration: Concentration, up to 1 minute You touch one willing creature. Once before
the spell ends, the target can roll a d4 and add the number rolled to one ability check of
its choice. It can roll the die before or after making the ability check. The spell then
ends.

– Sacred Flame
– Evocation cantrip
– Casting Time: 1 action
– Range: 60 feet
– Components: V, S
– Duration: Instantaneous Flame-like radiance descends on a creature that you can see
within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant
damage. The target gains no benefit from cover for this saving throw. The spell’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

– Resistance
– Abjuration cantrip
– Casting Time: 1 action
– Range: Touch
– Components: V, S, M (a miniature cloak)
– Duration: Concentration, up to 1 minute You touch one willing creature. Once before
the spell ends, the target can roll a d4 and add the number rolled to one saving throw
of its choice. It can roll the die before or after making the saving throw. The spell then
ends.

– Shield of Faith
– 1st-level abjuration
– Casting Time: 1 bonus action
– Range: 60 feet
– Components: V, S, M (a small parchment with a bit o f holy text written on it)
Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds
a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Skilled: You gain proficiency in any combination of three skills or tools of your choice.

Burglar: You pride yourself on your quickness and your close study of certain clandestine
activities. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with thieves’ tools. If you are already proficient with them, you
add double your proficiency bonus to checks you make with them.

Dungeoneer: You are a master of underground and dungeon exploration.


Prerequisite(s): Perception proficiency
• When searching for (or passing by) secret doors, you gain advantage on skill
checks to notice them.
• You add your proficiency bonus on Dexterity saves made to avoid the effects of
traps.
• When searching for traps, you do not suffer any movement penalties.

Practiced Expert
You have honed your proficiency with particular skills or tools, gaining the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• You gain proficiency with one skill or tool of your choice.
• Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for
any ability check you make that uses the chosen proficiency.

Chef
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• You gain proficiency with cook’s utensils if you don’t already have it.
• As part of a short rest, you can cook special food, provided you have ingredients and
cook’s utensils on hand. You can prepare enough of this food for a number of creatures
equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats
the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit
points.
• With one hour of work or when you finish a long rest, you can cook a number of treats
equal to your proficiency bonus. These special treats last 8 hours after being made. A
creature can use a bonus action to eat one of those treats to gain temporary hit points
equal to your proficiency bonus.

Path of the Kensei When you choose this tradition at 3rd level, your special martial arts
training leads you to master the use of certain weapons. You gain the following benefits:
• 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—melee or ranged—to be a kensei weapon for you,
following the criteria above.

• 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.

• 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.

One with the Blade: At 6th level, you extend your ki into your kensei weapons,
granting you the following benefits. Magic Kensei Weapons. Your attacks with your
kensei weapons count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

Precise Strike: When you hit a target with a kensei weapon, you can spend 1 ki point
to cause the weapon to deal extra damage to the target equal to your Martial Arts die.
You can use this feature only once on each of your turns.

Sharpen the Blade: At 11th level, as a bonus action, you can expend up to 3 ki points
to grant one kensei weapon you touch a bonus to attack and damage rolls when you
attack with it. The bonus equals the number of ki points you spent. This bonus lasts for
1 minute or until you use this feature again. This feature has no effect on a magic
weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy: At 17th level, your mastery of weapons grants you extraordinary
accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it.
You can use this feature only once on each of your turns.

Martial Styles (All fluff)


Heavenly Order of Thieves
Infernal Glutton
9 Wyvens Style
Iron Lotus
Hungry Ghost

Thakzil charir, thakzil Bharash!

NPC's
Baron Rayburn Dardendrion Avatar of the White
Carrera:
Luthor of the Winds of Death
Trickxtyx: Goblin 2nd Now warleader
Underdragon Mung: ???
Amen Tabernacle: Proprietor of the Spruce Moose
Drokar: Southern gambler (goblin blood?)
Zelzen: Robe merchant
Avarice: Drake
Delmirav Ith – Ith on the Crimson Wing
Osric: Halfing Bard
Barkeep Adler (Narixius)
Blood bane: Hoard officer?
Kriv: Kobold contacts and armourer
Duchess Taanire Lavilian
Sam Halfling Boy (Custodian)
Savino followers of the unhindered path
– Sapphire give to members of the unhindered path in the far east
Endal: Hot lady Shadar-kai

Dazed, Stunned, Unconscious, or Dying: You risk a piece of your soul being weakened. If that
happens you will be fully afflicted by the Shadows Curse.

Carrying Capacity Boxes (6) Lily - (9)


Armoured Warhorse (Lily(White))
Box 1: +1 Longsword (Cursed Murder Sword), Masterwork Longbow, Masterwork
Box 2: Halberd/Glaive
Box 3: Masterwork +1 damage arrows (Blackmetal) 30
Box 4: Masterwork Black Leather Quiver with silver etching, (Garnet Quiver 300gp), Bracers
of Archery +2dmg (Wagmak)
10 arrows, Poisoned blade, Covered Lantern, Bard Flute (Burrow-wind now)
Box 5: Superior Healing x1, Potion of Water, Potion of Greater Healing
Box 6: Vanquisher Body and Armor and stuff Goblin bobles (gobles): -1gp

Immovable Rod: This flat iron rod has a button on one end. You can use an action to press
the button, which causes the rod to become magically fixed in place. Until you or another
creature uses an action to push the button again, the rod doesn't move, even if it is defying
gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to
deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the
fixed rod up to 10 feet on a success.

Spell casting Focus (Glass Orb)

Magic Gloves: Range: 60 feet


Components: V S
Duration: Up to 10 minutes
Classes: Sorcerer, Wizard
You gain the ability to move or manipulate creatures or objects by thought. When you cast the
spell, and as your action each round for the duration, you can exert your will on one creature
or object that you can see within range, causing the appropriate effect below. You can affect
the same target round after round, or choose a new one at any time. If you switch targets, the
prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your
spellcasting ability contested by the creature’s Strength check. If you win the contest, you
move the creature up to 30 feet in any direction, including upward but not beyond the range of
this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A
creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on
the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being
worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the
range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your
spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the
object away from that creature and can move it up to 30 feet in any direction but not beyond
the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple
tool, opening a door or a container, stowing or retrieving an item from an open container, or
pouring the contents from a vial.

Ring of Command Air Elemental


his ring is linked to one of the four Elemental Planes. The GM chooses or randomly
determines the linked plane.

While wearing this ring, you have advantage on Attack rolls against Elementals from the
linked plane, and they have disadvantage on Attack rolls against you. In addition, you have
access to Properties based on the linked plane.

The ring has 5 Charges. It regains 1d4 + 1 expended Charges daily at dawn. Spells cast from
the ring have a save DC of 17.

Ring of Air Elemental Command. You can expend 2 of the ring’s Charges to cast Dominate
Monster on an Air Elemental. In addition, when you fall, you descend 60 feet per round and
take no damage from Falling. You can also speak and understand Auran.

If you help slay an Air Elemental while attuned to the ring, you gain access to the following
additional properties:

You have Resistance to lightning damage.


You have a flying speed equal to your walking speed and can hover.
You can cast the following Spells from the ring, expending the necessary number of charges:
chain lightning (3 charges), Gust of Wind (2 charges), or Wind Wall (1 charge).

CLOAK OF PROTECTION
Wondrous item, uncommon (requires attunement) You gain a +2 bonus to AC and +1 saving
throws while you wear this cloak.

Notes: Find out about Invisible Hand dudes?

DC:20 safe
GP: 7,558gp
Ideal:
Bond:
Flaw:

Gem with fire in it (from narixius) diamond with swirling fire


Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have
disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color
shifts to camouflage you. Pulling the hood up or down requires an action.

Keoghtom's Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 (5) doses of a thick mixture that smells faintly of
aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be
swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be
poisoned, and is cured of any disease.

Make a list of deeds for Osric to sing about


-

Platinum ring (for warding bond)

Wand from dead mage Aug 23, Potion and Scroll as well.

Brokers Coin
Bahn Su Preta, there's no one better, the money getter,

Gorax used rage as he pleased, now he's like the lorax he speaks for the trees

Wagamak sneaking out on attack, pass without trace (puts and arrow in your back)

Vida formerly white guard got horse cause she ride hard! half shield maiden and mountain

They call him Jayce, first born of Crestpyre, he spits hot fire

Droth Ivosarr Melandrach say it loud for all the haters in back!

Vaudrenes blue baubles same as the gems in the Nethryl's golems. Bauble gives save vs. Magic and
golems gems saps magic power.

Anti magic crystal

Achievements
Stay Frosty!: Kill and enemy with ray of frost (Elrila)
Can't touch this: Reach and AC of 30+ (Bahn)

Satchel full of cursed books (9) buckled. USED

Shar: Connected to the Shadow magic & shadow weave


Order of the Dark Moon: Drow & Shardkair (not loyal to the Raven Queen)
Planes are broken/locked
Green Dragon: Goal to unite the dragons against Netheryl
Terrniroth: Alive, and puppetering
Carrera:
Vodreens plane leaching off the shadowfell
Filarnell: Magic floating city, of old netheril Valendra got it working.
Firanell: A high magister that possessed ambitions beyound mortals attempted a Divine Spell. Tried to
create a new divinity. Created deadmagic zones, floating cities fell because of this.
City of netheril shadow shifted now exists on it's own in the shadowfell.
Valendra Sunshadow: Ascened to highmagister, many arrows keep destroyed it utterly. She is not
usually seen.
Imzion: A sidereal
Artifact: Is a piece true divinity, believed to be a mimic of the forces around it. It looks like a hand
because that is how it is perceived.
Celestial: A planetar its name is Anciel and that he is the reaper. The host of the reaper is the select
leaders of netheryl taken during the war.
Suffers Burden: When he see's others suffering must make CHA save or take others burdens. If you fail
you are exhausted and must help them.

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