[b][size=12pt]Gannayev Corma[/size][/b]
[b]Race:[/b] Half-Elf
[b]Class:[/b] Bard [lvl 3]
[b]Ethnicity:[/b] Chondathan
[b]Languages:[/b] Common, Elvish, Sylvan
[b]Background:[/b] Entertainer
[b]Age:[/b] 22
[b]Size:[/b] Medium
[b]Speed:[/b] 30 ft.
[b]Alignment:[/b] Neutral Good
[b]Patron Deity:[/b] Milil
------------------------------
[b]STR[/b] 8 [b]DEX[/b] 18 [b]CON[/b] 14 [b]INT[/b] 10 [b]WIS[/b] 12 [b]CHA[/b] 19
[b]HP:[/b] 24
[b]AC:[/b] 17 (11 Leather armor + 4 Dex + 2 Shield)
[b]Melee:[/b] Rapier (1D8+4)
[b]Ranged:[/b] Shortbow (1D6+4) [size=7pt](Range 80/320)[/size]
------------------------------
[b]Proficiencies:[/b]
[Proficiency Bonus: +2]
[i]Weapons:[/i] Simple and martial weapons, hand crossbows, longswords, rapiers, shortswords
[i]Armor:[/i] Light armor, medium armor, shields
[i]Tools:[/i] Flute, harpsichord, lute, lyre, disguise kit
[i]Saving Throws:[/i] Dexterity, charisma
[i]Skills:[/i] Acrobatics, deception, intimidation, performance, persuasion, sleight of hand, stealth
------------------------------
[b]Race Abilities:[/b]
Darkvision
Fey Ancestry
[b]Class Abilities:[/b]
Spellcasting
Bardic Inspiration (d6)
Jack of All Trades
Song of Rest (d6)
Bard College (College of Valor)
Combat Expertise
Expertise (Deception, Stealth)
[b]Background Ablity:[/b]
By Popular Demand
[b]Cantrips Known:[/b]
Prestidigitation
Vicious Mockery
[b]Spells Known:[/b]
Dissonant Whispers
Healing Word
Heroism
Tasha's Hideous Laughter
Faerie Fire
Phantasmal Force
------------------------------
[b]Gear:[/b]
Rapier (2 lb. - 25 gp)
Shield (6 lb. - 10 gp)
Shortbow (2 lb. - 25 gp)
40 arrows (2 lb. - 2 gp)
Leather armor (13 lb. - 10 gp)
Traveler's clothes (4 lb. - 2 gp)
Costume (4 lb. - 5 gp)
Flute (1 lb. - 2 gp)
Belt pouch (1 lb. - 5 sp)
Disguise kit (3 lb. - 25 gp)
Mess kit (1 lb. - 2 sp)
Backpack (5 lb. - 2 gp)
Bedroll (7 lb. - 1 gp)
Seven days of rations (14 lb. - 3 gp 5 sp)
Vial of perfume (0 lb. - 5 gp)
Four Waterskins (20 lb. - 8 sp)
Soap (0 lb. - 2 cp)
Tinderbox (1 lb. - 5 sp)
Blanket (3 lb. - 5 sp)
Common Clothes (3 lb. - 5 sp)
[b]Wealth:[/b]
3 gp 5 sp 8 cp
[b]Group Wealth:[/b]
224 gp
[b]Carrying Capacity:[/b]
92/120 lb
[spoiler=Background]Gannayev Corma ist das uneheliche Kind des hochdekorierten Ritter des Purpurdrachen Sir Gaylan Corma, welcher Mitglied eines kleinen Adelshauses in Cormyr gewesen ist. Seine Mutter jedoch ist eine elfische Drachenjägerin, welche durch die Wäldern von Cormyr gestreift ist. Ihr Weg kreuzte den von Sir Gaylan nur kurz, doch in diesem Augenblick muss etwas zwischen beiden vorgefallen sein, denn neun Monate später, 1352 im Jahr des Drachens wurde Gannayev geboren. Zu diesem Zeitpunkt noch unwissend über seine wahre Herkunft wurde er von seiner Mutter aufgezogen, welche alte Elfenstätten bereiste und aktiv die Gefahr suchte. Sie sah in ihrem Kind nie einen Quell der Freude, sondern nur eine Laste der Schande, welche sie tragen musste. Dennoch versuchte sie Gannayev dies nie spüren zu lassen und brachte ihm ein freies Leben ohne Sorgen und die Musik näher.
Dennoch legte sie diese Last ohne zu zögern ab, als ihr Weg sich erneut mit dem von Sir Gaylan kreuzte, welche bitter über den Verlust seiner Ehefrau und das Ausbleiben eines Erben, die Herausgabe des Kindes forderte. Gannayev wollte nicht und so wurde er fortgeschleppt und mit acht Jahren an den Hof des Hauses Corma nach Suzail gebracht. Dort sollte er dafür vorbereitet werden die Nachfolge seines Vaters anzutreten und ebenso ein Ritter des Purpurdrachens zu werden. Doch aufgewachsen ohne soziale Verpflichtungen oder Etikette tat der Halb-Elf sich anfangs schwer und baute nie eine echte Beziehung mit seinem Vater auf. Er nahm die Übung im Kampf auf sich und nutzte dennoch jede freie Minute, um seine freieren Lebensstil in der Stadt zu pflegen und seine Liebe zur Musik zu pflegen, den seine Mutter ihm eingeimpft hatte.
Dennoch veränderte sich sein Leben wieder radikal als im Alter von dreizehn Jahren sein Vater eine neue Liebe kennen lernte. Die charmante Lady Evelyn Marliir, welche er wenig später ehelichte und ihm einen Sohn schenkte. Den wahren Erben des Hauses. Gannayev wurde aus dem Erbe gestrichen und durfte tun was er wollte, denn sein Vater hatte keinerlei Verwendung mehr für ihn. Dennoch konnte er ihn jetzt nicht mehr völlig des Hauses verweisen und sollte dem eigentlichen Erben etwas geschehen, wäre Gannayev immer noch der mögliche Ersatz. So war er anfangs auch weiterhin gezwungen in Cormyr zu bleiben.
Seine gewonnene Freiheit nutzte er jedoch um sich vollends dem Studium der Musik, der Poesie und der Bardenkunst zu widmen. Zwar nahm er manchmal dennoch an Kampfübungen seines alten Ausbilders Sir Brendon Garlen teil, doch seine Chance auf die Aufnahme der Purpurdrachen war zerschlagen. Er konnte das ritterliche Ideal nur noch aus der Ferne betrachten und romantisieren, in Liedern und mehr. Im Laufe der Jahre entwickelte er sich, immer noch von seiner mangelnden Familie gezeichnet, zu einem wahren Barden und Frauenheld, welcher jedoch dafür sorgte, dass die Frau sich wohl fühlte und glücklich war. Dennoch versuchte er immer das Zentrum der Aufmerksamkeit, gleich seinem erwählter Schutzgott, zu sein, während er Frauen in ganz Suzail glücklich machen wollte.
Es kam jedoch wie es kommen musste und im zarten Alter von Neunzehnjahren ließ er sich mit der falschen Frau ein. Zwar beteuert er bis heute, dass nichts unangemessenes vorgefallen ist, aber den Oberhaupt der Familie Cormaeril interessierte dies nicht. Gannayev verabschiedete sich von seiner Geliebten Gwen und floh aus der Stadt. Dass die Familie Cormaeril wenig später verbannt wurde wegen eines anderes Vorfalles erreichte ihn nie.
Er trauerte jedoch nicht lange nach und reiste in den folgenden Jahren durch die Lande bis an die Schwertküste, immer noch mit derselben sorgenfreien Laune und demselben Anspruch an sich selbst, die Poesie und Romantik.
Doch nahe des Dorfes Grünnest wurde er von einigen Grobianen angegriffen, welche irgendetwas von Drachen und Elfen redeten, und konnte sie nur mit letzter Kraft heldenhaft vertreiben und sich nach Grünnest zurückziehen, wo er natürlich entgegen seiner Vernunft damit prahlte, um das Herz der örtlichen Frauen zu beeindrucken...[/spoiler]
[spoiler=Appearance]Mit seinem selbstzufriedenen Grinsen, der weichen, strahlenden Haut und den schimmernden langen blonden Haaren hat Gannayev schon etliche Frauen verzaubert. Seine Friseur ist immer gut gepflegt und während einige Strähnen vor seinem Gesicht hängen für die richtige Inszenierung, wird der Rest von einer roten Schleife zu einem Zopf gebunden. Seine bernsteinfarbenen Augen leuchtet förmlich vor ansteckender Lebensfreude und sein spitz zulaufendes Gesicht vermitteln den Eindruck eines schönen Jünglings. Mit seinen 1,83m ist er dabei durchaus von ansehnlicher Größe, wenn auch schmächtig gebaut. Auf Reisen trägt er oft stabile Reisekleidung bestehend aus einem dunklen Mantel, einem weißen Hemd samt einer braunen Hose und stabiles Schuhwerk. Über den Hemd trägt er jedoch einen roten Waffenrock, um das Aussehen zu vervollständigen. Doch wenn es um die Wünsche seines Publikum geht, wirft er sich gerne in Schale oder verschiedenen Rollen. An seiner Seite hängt ein gut gearbeiteter Rapier, eine Flöte und ein Köcher mit Pfeilen, während auf dem Rücken ein Rucksack an dem ein Kurzbogen befestigt ist ruht.[/spoiler]
Spell Level | Spells per Day |
1st | ☐☐☐☐ |
2nd | ☒☐☐ |
3rd | ☐☐ |
Attribute | Value | Modifier |
Strength | 8 | -1 |
Dexterity | 16 | +3 |
Constitution | 14 | +2 |
Intelligence | 10 | +0 |
Wisdom | 12 | +1 |
Charisma | 18 | +4 |
Attribute | Skill | Value | Proficiency |
Strength | Athletics | -1 | |
Dexterity | Acrobatics | +3 | |
Sleight of Hand | +3 | ||
Stealth | +6 | X | |
Constitution | − | ||
Intelligence | Arcana | +0 | |
History | +0 | ||
Investigation | +0 | ||
Nature | +0 | ||
Religion | +0 | ||
Wisdom | Animal Handling | +1 | |
Insight | +4 | X | |
Medicine | +1 | ||
Perception | +4 | X | |
Survival | +1 | ||
Charisma | Deception | +7 | X |
Intimidation | +7 | X | |
Performance | +4 | ||
Persuasion | +7 | X |
Magic Item | Rarity | Attuned | Weight | Notes |
Wand of WebC | Uncommon | .....☒ | Save DC 15 |
Item | # | Weight | Value |
Rapier "Weaselblade" | 2 lb. | 25 gp | |
Dagger | 2 | 1 lb. | 2 gp |
Shield | 6 lb. | 10 gp | |
Clothes, Traveler's | 4 lb. | 2 gp | |
Clothes, Fine | 6 lb. | 15 gp | |
Jewelry | 100 gp | ||
Fur Coat | ? lb. | ? gp | |
Shoulder Bag | 5 lb. | 2 gp | |
Bedroll | 7 lb. | 1 gp | |
Mess Kit | 1 lb. | 2 sp | |
Perfume | 5 gp | ||
Soap | 2 cp | ||
Pouch | 3 | 1 lb. | 5 sp |
Scroll Case | 1 lb. | 1 gp | |
Tinderbox | 1 lb. | 5 sp | |
Waterskin | 5 lb. | 2 sp | |
Arcane Focus (Crystal) | 1 lb. | 10 gp | |
Arcane Focus (Wand) | 1 lb. | 10 gp | |
Component Pouch | 2 lb. | 25 gp | |
Potion of Healing | ½ lb. | 50 gp | |
Potion of Greater Healing | ½ lb. | 100 gp |
Loot | # | Weight | Value | Notes |
Pouch with unknown Herbs | ? | |||
Bone Tiger's Head Necklace | ? | |||
Gold-laced Rocks | 50 gp | |||
Ruby | 25 gp | |||
Gem | 200 gp | |||
Animal Skin with Ghelryn's Seal (https://games.dnd-gate.de/index.php/topic,9141.msg1086430.html#msg1086430) | To gain an audience with the Dwarven King in Citadel Felbarr |
Coins | # | Weight |
Platinum | 50 | 1 lb. |
Gold | 298 | 6 lb. |
Silver | 2 | 0 lb. |
Copper | 8 | 0 lb. |
Transportation | Weight | Value |
Riding Horse ("Hurricane") | 75 gp | |
Bit and Bridle | 1 lb. | 2 gp |
Riding Saddle | 25 lb. | 10 gp |
Saddlebags | 8 lb. | 4 gp |
Travel Funds | # | Weight |
Platinum | 0 | 0 lb. |
Gold | 126 | 2.5 lb. |
Silver | 0 | 0 lb. |
Copper | 0 | 0 lb. |
Skill | Gesamt | Mod * |
Animal Handling | +4 | +0 Wis |
Athletics | +8 | +4 Str |
Perception | +4 | +0 Wis |
Stealth | +6 | +2 Dex |
Survival | +4 | +0 Wis |
Attribute | Value | Modifier |
Strength | 10 | 0 |
Dexterity | 16 | +3 |
Constitution | 12 | +1 |
Intelligence | 13 | +1 |
Wisdom | 14 | +2 |
Charisma | 12 | +1 |
Attribute | Skill | Value | Gelernt |
Strength | Athletics | 0 | |
Dexterity | Acrobatics | +6 | X |
Sleight of Hand | +3 | ||
Stealth | +6 | X | |
Thieves' Tools | +9 | X + Expertise | |
Constitution | − | ||
Intelligence | Arcana | +1 | |
History | +4 | X | |
Investigation | +7 | X + Expertise | |
Nature | +1 | ||
Religion | +1 | ||
Game Senet | +4 | Far Traveler | |
Wisdom | Animal Handling | +2 | |
Insight | +8 | X + Expertise | |
Medicine | +2 | ||
Perception | +8 | X + Expertise | |
Survival | +2 | ||
Charisma | Deception | +4 | X |
Intimidation | +1 | ||
Performance | +1 | ||
Persuasion | +4 | X |
Fähigkeit | Woher lvl | Effekt |
---|---|---|
Darkvision | Halbelf | You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. |
Fey Ancestry | Halbelf | You have advantage on saving throws against being charmed, and magic can’t put you to sleep. |
Languages | Halbelf | You can read, speak, and write Common, Elven, and one language (Sylvan) of your choice. |
Skill Versatility | Halbelf | You gain proficiency in two skills of your choice (Deception & History) |
Skill Proficiencies | Far Traveler | Insight, Perception |
Tool Proficiencies | Far Traveler | Any one gaming set of your choice (Senet-Box) |
Languages | Far Traveler | Any one of your choice (Midani) |
Expertise | Schurke lvl 1 + lvl 6 | Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Insight, thieves' Tools + Investigation, Perception) |
Sneak Attack | Schurke 1 | Once per turn, you can deal an extra 4d6 (lvl 7) damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. |
Thieves' Cant | Schurke 1 | You learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. |
Cunning Action | Schurke 2 | You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage (http://www.5esrd.com/gamemastering/combat#TOC-Dash) action or the Hide (http://www.5esrd.com/gamemastering/combat#TOC-Hide) (= any use of stealth) action, but see fast hands below for more options. |
Ability Score Improvement | Schurke 4 | When you reach 4th level (Feat), and again at 8th, 10th, 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. |
Uncanny Dodge | Schurke 5 | When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. |
Ear for Deceit | Inquisitive 3 | When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. |
Eye for Detail | Inquisitive 3 | Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. |
Insightful Fighting | Inquisitive 3 | At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. |
Lucky | Feat 4 | 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. (vor oder nachdem Wurf) 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. Erholung über Rast |
Evasion | Schurke 7 | Bei flächendeckenden die einen Rettungswurf mit Geschick erlauben um den Schaden zu halbieren, erledit der Dieb beim erfolgreichen Rettungswurf keinen Schaden und bei fehl geschlagenen Rettungswurf nur den halben Schaden. |
x | x | x |
Item | # | Weight | Value | |
Arrows | 20 | x lb. | x gp | |
Dagger | 2 | 1 lb. | 2 gp | |
shortbow | x lb. | x gp | ||
Shortsword | x lb. | x gp | ||
Eyes of the Eagle (http://dnd5e.wikidot.com/wondrous-items:eyes-of-the-eagle) | / | / | ||
Clothes, Traveler's | 4 lb. | 2 gp | ||
Studded Leather | 13 lb. | 45 gp | ||
Antitoxin | 1 | / | 50 gp | |
Days of rations | 10 | lb. | gp | |
Climber’s Kit | / | 25 gp | ||
Gaming Set (Senet) | / | / | ||
Gaming Set (Würfel) | / | 1 sp | ||
Gaming Set (Backgammon) | / | 1 sp | ||
Mess Kit | / | 2 sp | ||
Potion of Healing (2d4+2) | 4 | 2 lb | 50 gp pro Stück | |
Thieves' Tools (https://www.5esrd.com/equipment/tools/) | 1 lb. | 25 gp/ | ||
Backpack | lb. | gp | ||
Bedroll | 7 lb. | 1 gp | ||
Book, Notizen | 7 lb. | 25 gp | ||
Brosche aus Zakhara | / | 10 gp | ||
Case, Map or Scroll | 1 lb. | 1 gp | ||
Hanfseil | 50feet | lb | gp | |
Ink | 2 | / | 10 gp pro Stück | |
Ink pen | 2 | 2 cp | ||
Lantern, Bullseye | lb. | 10 gp | ||
Lock | 2 | lb | 10gp pro Stück | |
Magnifying Glass | lb | 100gp | ||
Mess Kit | 1 lb. | 2 sp | ||
Maps from Zakhara | / | / | ||
Soap | / | 2cp | ||
Tinderbox | 1 lb. | 5 sp | ||
Torches | 10 | lb. | gp | |
Waterskin | 5 lb. | 2 sp | ||
Geld | # |
Platinum | 0 |
Gold | 259 |
Silver | 5 |
Copper | 5 |
Attribute | Value | Modifier |
Strength | 12 | +1 |
Dexterity | 18 | +4 |
Constitution | 14 | +2 |
Intelligence | 12 | +1 |
Wisdom | 14 | +2 |
Charisma | 8 | -1 |
Attribute | Skill | Value | Gelernt |
Strength | Athletics | +4 | X |
Dexterity | Acrobatics | +7 | X |
Sleight of Hand | +7 | X | |
Stealth | +7 | X | |
Constitution | − | ||
Intelligence | Arcana | +1 | |
History | +1 | ||
Investigation | +1 | ||
Nature | +1 | ||
Religion | +1 | ||
Wisdom | Animal Handling | +2 | |
Insight | +2 | ||
Medicine | +2 | ||
Perception | +5 | X | |
Survival | +2 | ||
Charisma | Deception | -1 | |
Intimidation | -1 | ||
Performance | +2 | X | |
Persuasion | -1 |
Fähigkeit | Woher lvl | Effekt |
---|---|---|
Darkvision | Elf | You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. |
Fey Ancestry | Elf | You have advantage on saving throws against being charmed, and magic can’t put you to sleep. |
Trance | Elf | Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. |
Languages | Elf | You can read, speak, and write Common and Elven. |
Keen Senses | Elf | You have proficiency in the Perception skill. |
Ability Score Increase | Elf | +2 Dex (Elf), +1 Wis (Wood Elf) |
Elf Weapon Training | Woodelf | You have proficiency with the longsword, shortsword, shortbow, and longbow. |
Fleet of Foot | Woodelf | Your base walking speed is 35 ft. |
Mask of the Wild | Woodelf | You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. |
City Secrets | Urchin | You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. |
Unarmored Defense | Mönch 1 | Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. |
Martial Arts | Mönch 1 | 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. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. |
Ki | Mönch 2 | 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. 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 | Mönch 2 | 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 the Monk table. 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 | Mönch 3 | 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 a range of 20/60 using 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. |
Ability Score Improvement | Mönch 4 | When you reach 4th level (2x Dex), and again at 8th, 10th, 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 | Mönch 4 | 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. |
Extra Attack | Mönch 5 | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. |
Stunning Strike | Mönch 5 | 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. |
Ki-Empowered Strikes | Mönch 6 | Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. |
Bonus Proficiencies | Drunken Master 3 | When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it. |
Drunken Technique | Drunken Master 3 | At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. |
Tipsy Sway | Drunken Master 6 | Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. - Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. - Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. |
x | x | x |
Item | # | Weight | Value |
Grey bag of tricks (https://roll20.net/compendium/dnd5e/Bag%20of%20Tricks#content) | |||
Clothes, beggar's | |||
Quarterstaff | |||
10 darts | |||
Sack | |||
Tinderbox | |||
Rationen | 3 | ||
Wasserschlauch | |||
Thieves' tools | |||
Small knife | |||
City map (Tiefwasser) | |||
Ein Kiesel als Andenken an seine Mutter | |||
Kreide | 10 | ||
Decke | |||
Seife | |||
Vergößerungsglas | 100 G | ||
Stahlspiegel | 5 G | ||
Heiltränke | 2 | 100 G | |
Edelsteine | 500 G | ||
Geld | # |
Platinum | 0 |
Gold | |
Silver | |
Copper |