Mi'tra
Lizard Folk,
Kensai Monk 3/Moon Druid 2, Chaotic Good
Background: Soldier (Blacksmith)
Personality Trait: I was, in fact, raised by wolves.
Ideal: The natural world is more important than all the constructs of civilization.
Bond: I suffer awful visions of a coming disaster and will do everything to prevent it.
Flaw: I made a terrible mistake which cost many their lives. I would do anything to keep that secret.
Backstory:Rescued and raised by druid witches and dire wolves in the surrounding swamps and forests of Maoria, Mi’tra has since realized the evil of her own race who long ago exiled her. Now drawn by visions of the Tyrant King, she has voluntarily drafted herself as a weapons and armor smith, in learning more of the kingdom’s militant infrastructure. Unfortunately, the passed time, however, evolved little difference between slave and hired hand.
Rolls:3, 4, 4 = 11
roleplayerguild.com/rolls/32963, 6, 5 = 14
roleplayerguild.com/rolls/32973, 4, 5 = 12
roleplayerguild.com/rolls/32984, 5, 5 = 14
roleplayerguild.com/rolls/32992, 2, 3 = 7
roleplayerguild.com/rolls/33003, 3, 6 = 12
roleplayerguild.com/rolls/3301Rerolls x 1:4, 4, 6 = 14
roleplayerguild.com/rolls/33094, 5, 5 = 14
roleplayerguild.com/rolls/33104, 5, 6 = 15
roleplayerguild.com/rolls/33114, 4, 5 = 13
roleplayerguild.com/rolls/33121, 4, 6 = 11
roleplayerguild.com/rolls/33134, 6, 6 = 16
roleplayerguild.com/rolls/3314STR 14 (2), DEX 16 (3), CON 16 (3), WIS 16 (3), INT 11 (0), CHA 13 (1)
AC: 18 (with shield),
HP: 44,
Speed: 30 feet (swimming 30 feet)
Hit Dice: 5 x 1d8
Lizard Folk (Volo’s p113): CON + 2/WIS + 1, Cunning Artisan, Hunter’s Lore, Hold Breath (15 min), Hungry Jaws
Saving Throws: Strength/Dexterity
Proficiencies:- Acrobatics/Insight (Monk)
- Athletics/Intimidation (Soldier)
- Perception/Stealth (Hunter’s Lore)
Tools: Leather Working Tools (to use with Cunning Artisan); Blacksmithing Tools (Soldier)
Languages: Common, Draconic, Elvish
Natural Armor: 13 + DEX Mod of 3 = 16
Shield: + 2 AC, but can’t use martial arts if wearing it
Unarmored Movement: Add 10 feet to speed (if without shield or armor)
Unarmored Defense: 10 + DEX Mod + WIS Mod (used in Wildshape if higher than natural AC)
Attacks:-
Bite +5: 1d6 + 2, as unarmed strike
-
Hungry Jaws: BONUS ACTION – SPECIAL ATTACK Bite and gain temporary hit points equal to CON MOD; once/SR
-
Martial Arts +6: 1d4 damage; ATTACK w/ an unarmed strike -> unarmed strike as Bonus Action
-
Kensai Weapons +6: Scimitar (2): 1d6+3 | Longbow (150/600): 1d8+3
-
Darts (20/60) +6: 1d4 + 3
-
Produce Flame +6 (30 feet): 2d8
Ki:- Points: 3/3
- Save DC: 14
- Flurry of Blows, Patient Defense, and Step of the Wind.
Deflect Missles: - Damage from an attack is reduced by 1d10 + DEX Mod + monk level.
- If reduced to 0, can use 1 KI and make a ranged Attack (range 20 feet/60 feet) w/ proficiency
Path of the Kensai: - ATTACK w/ a Kensai ranged weapon, target takes additional 1d4 damage
- Unarmed Strike as an ATTACK, gain +2 AC if holding a Kensai weapon
Moon Druid Wildshape: - Combat Wildshape as a Bonus Action
- CR 1 Beast at Level 2 (No flying/swimming speed)
- Retains features of original classes
Spell Slots: 2/2
Cantrips: Mending, Produce Flame (+6 to hit)
1st Level: Goodberry, Fog Cloud