Jump to content

Zazarra Follower of Ways - Lizardfolk Monk


Recommended Posts

Zazarra
Monk of Still Waters

spacer.png

Monk 5

Medium humanoid female (Lizardfolk), True Neutral


Armor Class
Hit Points
Speed
1913+
+3 Dex
+2 Wis
Total: 19

43 (5d8)
30' walking. 30' swimming
  Senses:
Languages
:
Proficiency Bonus:
Passive Perception 13
Draconic, Southern Trade, Orcish
+3

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 10 (+0)
Save +3
Athletics +6


Dexterity 17 (+3)
Save +6
Acrobatics(A) +6 | Sleight of Hand +3 | Stealth +6


Constitution 15 (+2)
Save +2
No skills associated.


Intelligence 8 (-1)
Save +0
Arcana -1 | History -1 | Investigation -1 | Nature +2 | Religion -1


Wisdom 16 (+3)
Save +3
Animal Handling +3 | Insight +3 | Medicine +3 | Perception +6Survival +6


Charisma 8 (-1)
Save -1
Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1

(A) denotes Advantage / (E) denotes Expertise. / Bold denotes Proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools: Cook's Utensils
  • Skills: Stealth, Survival
  • Instruments: Drum
  • Weapons: Simple weapons, shortswords
  • Armors: None
  • Language: Orcish, Southern Trade Tongue, Draconic

RACIAL TRAITS

  • Attribute Increase: +2 dex, +1 Con
  • Speed: Walking 30, Swimming 30
  • Natural Weapons: Bite 1d4+strength, Claws 1d4+strength
  • Hold Breath: 15 minutes
  • Natural Armour: When not wearing armour, AC starts at 13
  • Hunter's Knack: Gain proficiency with Perception, Nature
  • Gift of Grace: Advantage on Acrobatics
  • Gift of Vigor: Max HP increase by 1 per level

MONK CLASS ABILITIES


Unarmoured Defense Martial Arts Ki Dedicated Weapon

• When wearing no armour or shield, AC is equal to Dex + Wis

• Use Dex instead of Strength for Attack and Damage rolls
 

• Roll 1d6 for damage with unarmed and monk weapons
 

• Make one unarmed strike as a bonus action

• Ki save DC: 8 + Prof + Wis


• Flurry of Blows: 1 ki for 2 unarmed strikes


• Patient Defense: 1 ki to take Dodge as bonus

• Step of the Wind: 1 ki to Disengage or Dash
 

• On a short rest, choose a weapon to count as a monk weapon;

- Must be a Simple or Martial weapon
- Must be proficient
- Must lack heavy or special properties

Unarmoured Movement Deflect Missiles Monastic Tradition Ki-Fueled Attacks

• Increase speed by 10ft

• As a reaction, reduce damage by 1d10 + Dex + monk level

• Way of Still Waters

• If you spend 1 ki point or more as part of your action on your turn, make one unarmed strike as a bonus action
 

Slow Fall Quickened Healing Extra Attacks Stunning Strike

• Use reaction to reduce falling damage by 5 * Monk level
 

• Spend 2 ki points and roll Martial Arts die. Regain number of HP equal to roll + Prof

 

• Gain an extra attack as part of the Attack action
 

• Spend 1 ki point. Target must make a Con save or be stunned

Focused Aim      

• On a miss, spend 1 to 3 ki points and increase your attack roll by 2 for each spent

     
       

Monastic Tradition - The Way of Still Waters

Perfect Calm Turbulence Die

• Level 3
• When spending Ki on Flurry of Blows, Patient Defense or Step of the wind, also gain advantage on your choise of save before the end of your next turn
 

• Level 3
• When a hostile creature missing you OR you succeed on a saving throw, you can use your reaction to gain Turbulence Die, which is the same type as your martial arts die.

Your can have a number of die equal to your Prof bonus.

When you hit with an attack, you can roll any number of turbulence dice and add the total result to the damage you deal.

Turbulence die that result in a 1 or 2 are spent, otherwise you do not expend Turbulence Dice.

You use all accumulated dice after not being attacked for 1 minute


FEATS

Level 4

Boundless Reserves
Stat Bonus: Wisdom +1.
Uses: 1/short rest
Spend and roll 1 Hit Dice + Con Mod and regain half that number in Ki points.

Level 8

 

   
   

 

WEAPONS

WEAPONS

 
EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBRANCE (71 lbs.)

  • Weight:  lbs. / 0 lbs. max.
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (2.00 lbs.)

Copper: 50 | Silver: 2 | Gold: 80 | Platinum: 0

( Coins x .02 lbs. = 0.0 lbs. Total Weight)


GEAR () ITEMS
  • Armor (0 lbs.) 
    -
  • Weapons (0 lbs.) 
     
Items (0 lbs.) 
- Traveler's Clothes
- Waterskin
- Cooking Utensils
- Small Drum
- Potion of Healing (7)



 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


 


 

ATTUNED (1/3)

Dragonhide Belt (+1)


This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features.

In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

 


 

 

APPEARANCE

Age  13 | Height 5'7" | Weight  78 lbs. | Hair - | Eyes Black | Complexion Scales


A slim and relatively light lizardfolk, Zazarra is on the small side for her kind, at a little under six feet and lithe. Her black scales would blend in perfectly with her swampy homeland, but much less so anywhere else. Her dark eyes are hard to track, and her quick, sudden movements are unusually hard to follow.

She often wears as little as possible, basking in the sun and the warmth wherever she can find it, she wears all her wealth in the form of jewelry - often simply pinning the gold coins to cordage and wire, enjoying the sounds it makes.

 

BACKGROUND

Wastelanded Reaver
Source Wastes of Chaos


  • Personality Traits: Allies are useful commodities. I even like some of them.
  • Ideals: Fun, life is to be enjoyed.
  • Bonds: A pack of chaos trolls devoured every last member of my band...
  • Flaws: I tend to eat my kills...

Background Feature: Reaver's Life
Advantage on Intimidate checks against those aware of your past


BACKSTORY

Zazarra grew up deep in the dark jungles of her homeland, a hot, sweltering place full of poisonous creatures and delicacies, her small village was one among many. Her dense, humid homeland was an exceptionally dangerous place and bred careful, patient hunters. spacer.png

Wanderlust took her early, and she traveled the deep paths of the jungle for many years, roaming further and further afield. Every time she returned home, her egg-sisters would chide her on her need to be away, no one else saw a need to leave the village, let along the clans hunting ground but she sought adventure and excitement wherever she could find it, and new experiences in every new place she found.

She would hire herself out to almost anyone who could pay her, be it caravan master or ship captain, and these jobs - though they never lasted - would take her to the wildest, and furthest lands she could think of.

 

spacer.png

One of the first places she found herself was the port city of Kobleck on the coast of Zobanu, her jungle home. The port city was seedy and rough and she found herself at home in its dark alleys and humid ports. From there she found herself on a ship captained by a giant minotaur by the name of Ranakanth.

The Wastes were simply her most recent and hopefully not her last destination, and she was intent on finding her fortune in its wild lands

In each of these lands she learned something new, some new skill, some knew piece of knowledge, a new trick or story and each one of these built the tapestry of her life, many would not believe her age, were she to tell them, for all she had experienced she was happy - insistent - on sharing wherever she went.


POSTING TEMPLATE


NAME -image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: | HP: | Initiative: + | Passive Perception: | DM Inspiration: 1/1
 


Post goes here.

"Speech"

thoughts in italics

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Link to comment
Share on other sites

  • 2 weeks later...
×
×
  • Create New...