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Grolic Wargut


BobtheWizard

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Grolic Wargut

Acolyte of Haela Brightaxe

 

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"I trust in Haela to see me through the fray, and the monsters of the world shall fall to the sharp blade of my axe!"

 

MONK 4 / WIZARD 4 (GESTALT)

Medium humanoid male (Shield Dwarf), neutral good


Armor Class 20 

Hit Points 43 ( 4d8 )
Speed 45' ft.


Senses darkvision, passive perception 17

Languages common, dwarvish, draconic, primordial

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 13 (+1)
Save +1 
Athletics +1


Dexterity 20 (+5) 
Save +7
Acrobatics +7 | Sleight of Hand +5 | Stealth +7


Constitution 18 (+4)
Save +6 
No skills associated.


Intelligence 19 (+4)
Save +4
Arcana +6 | History +4 | Investigation +6 | Nature +4 | Religion +4


Wisdom 20 (+5)
Save +7 
Animal Handling +5 | Insight +5 | Medicine +5 | Perception +7 | Survival +5


Charisma 13 (+1) 
Save +1 
Deception +1 | Intimidation +1 | Performance +1 | Persuasion +1

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments none
  • Weapons simple weapons, shortswords, hand axe, battle axe, light hammer, war hammer
  • Armors none

WIZARD CLASS ABILITIES
Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Evocation SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. | Sculpt SpellsBeginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save....


MONK CLASS ABILITIES
Unarmored DefenseBeginning 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 ArtsAt 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.
 | KiStarting 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 MovementStarting 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.
 | Dedicated WeaponAlso at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
 | Deflect MissilesStarting 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.
 | Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. | ASIModified. In place of ASI, gain one feat and add +2 to one ability and +1 to another.  | Slow FallBeginning 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. | Quickened HealingAlso at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Disciple of ElementsWhen you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points
Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
 | Elemental AttunementYou can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
 | Water WhipYou can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.


RACIAL TRAITS
SpeedYour base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. | DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. | Stone CunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.


FEATS
Resilient (CON)Source: Player's Handbook

Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
 | MobileSource: Player's Handbook

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

 

WEAPONS

WEAPONS

  • Flametongue Battleaxe +7 to hit for (1d10+5) slashing + (2d6) fire, magic damage. | Versatile
  • Unarmed +7 to hit for (1d4+5) bludgeoning damage
  • Dart +7 to hit for (1d4+5) piercing damage. | Finesse, Thrown

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd)

  • Wizard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 9

CANTRIPS (Wizard)

Green-Flame Blade | Create Bonfire (C) | Mold Earth | Shape Water


FIRST LEVEL (Wizard)

Magic Missile | Thunderwave | Shield | Longstrider | Comprehend Languages (Ritual)


SECOND LEVEL (Wizard)

Gust of Wind (C) | Shatter | Knock | Levitate (C)

(C) Denotes concentration. / (Rx) Denotes reaction spell. / (B) Denotes bonus action spell

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Magic Missile | Thunderwave | Shield | Longstrider | Comprehend Languages (Ritual) | Detect Magic (C, Ritual) | Find Familiar (Ritual) | Unseen Servant (Ritual)

 

SECOND LEVEL

Gust of Wind (C) | Shatter | Knock | Levitate (C)

(C) Denotes concentration. / (Rx) Denotes reaction spell. / (B) Denotes bonus action spell / (Rit) Denotes ritual spell

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE ( 45.8 lbs.)

  • Weight: 45.8 lbs. / 195 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.3 lbs.)

Copper: 0 | Silver: 0 | Gold: 15 | Obsidian: 0 | Platinum: 0

(15 Coins x .02 lbs. = 0.3 lbs. Total Weight)


EQUIPMENT READIED (11.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes* - 4 lbs. | Slippers*
  • Weapons (4.5 lbs.) Battle Axe* - 4 lbs. | Darts - 0.5 lb. 
  • Readied Items (2 lbs.) Spell Component Pouch - 2 lbs.

EQUIPMENT STORED (34 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (21 lbs.) Backpack - 5 lbs. | Rations x 5 10 lbs. | Mess Kit - 1 lbs. | Enduring Spellbook* - 3 lbs | Bottle of Ink | Ink Pen | Holy Symbol | Soap | Incense | Brass Brazier 2 lbs.
  • Strapped to Backpack (13 lbs.) Waterskin - 5 lbs. | Silk Rope - 5 lbs. | Blanket - 3 lbs. 

EQUIPMENT NOT CARRIED (--)

  • At Home none

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Clothes of MendingSource: Xanathar's Guide to Everything

Wondrous item, common

This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
| Enduring SpellbookSource: Xanathar's Guide to Everything

Wondrous item, common

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.


ATTUNED (3/3)

Battleaxe FlametongueSource: Dungeon Master's Guide

Weapon (battleaxe), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
| Slippers of Spider Climbing Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down , and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

 

APPEARANCE/PERSONALITY

Age 150 | Height 5' 3" | Weight 170 lbs. | Hair Brown| Eyes Brown | Complexion Tan


Grolic dresses in simple clothes adorned with symbols and decorations of his goddess, Haela Brightaxe. He keeps his head shaved except for a knot on the top of his head. When he fights, he spins around the battlefield, with thunder and fire erupting from him.

 

He is impulsive and somewhat erratic, at least for dwarf. He is friendly, loud , and outgoing, and enjoys life, drinking, and laughing. While he is smart and wise, those traits don't always show through. Instead, he appears to be down to earth and simple, preferring crude and dark humor over anything highbrow or sophisticated. 

 

He's not a natural leader. He's not gifted in convincing others to do things they don't want to do. So he normally just does what needs to be done instead of planning or persuading others. But his courage, intelligence, and wisdom make him someone that others often strive to emulate. 

 

BACKGROUND

ACOLYTE
Source PHB (changed skills to Arcana and Perception)


  • Personality Traits: Nothing can shake my optimistic attitude. Thinking is for other people. I prefer action.
  • Ideals: We must help bring about the changes the gods are constantly working in the world.
  • Bonds: Everything I do is for the common people. I will do anything to protect the temple where I served.
  • Flaws: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

Background Feature: Shelter the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


BACKSTORY

Grolic grew up in the temple of Haela Brightaxe, training for war his whole life. He spent his days in prayer, meditation and training, greatly preferring the latter. In fact, since he was unable to sit still during during prayer and meditation, he often disrupted the others and was frequently reprimanded for his inattention. He also frequently got in trouble for breaking other rules regarding drinking, carousing, and fighting. But he was great in combat, and apparently blessed by the goddess. He was able to study magic and learned to channel the elements, incorporating them into his fighting style.

 

Because of this, when King Finellen asked the temple to help with his quest, his superiors all knew that had to send Grolic, both because he was qualified, and to remove his distractions from their temple. Many of them were glad to see him go and are looking forward to a little more peace and quiet with him gone. As he left, they presented him with three gifts - a shard of obsidian to always keep him warm, a vial of gold dragon blood to protect him, and the Battle Axe of Haela, a silver axe that glows with a blue flame.

 

Edited by BobtheWizard (see edit history)
Name
Stats 1
13,11,16,14,14,13
repeat(drop(reroll(4d6,2,below),lowest,1),6) 3,2,3,4,6,1,3,3,2,5,3,4,3,1,1,6,2,6,3,3,1,2,2,2,5,6,5,4,5,1,2,4,2,5,1,3,2,4,2,4
Stats 2
18,13,17,17,18,13
repeat(drop(reroll(4d6,2,below),lowest,1),6) 1,6,4,6,6,5,3,4,4,1,1,4,5,2,6,6,6,6,2,2,5,2,2,5,6,6,2,4,6,2,2,3,1,5,4,2,4
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