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#Post#: 761--------------------------------------------------
Macho Halfling
DIR By: Ringabel
Date: November 16, 2019, 8:14 pm
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Name: Randy of House Savage
Epithet: Macho Hafling
Race: Halfling
Gender: Male
Age: 35
Height: 3'4"
Weight: 50
Eyes: Green
Skin: Copper Colored
Hair: Light Brown
Language: Halfling, Common
Personality: Always looking to prove himself as the best at
anything he does, specially in a fight. He wants to make a name
for himself as an entertainer, a fighter and a hero, proving
halflings can be tough and not to be underestimated.
Background: Born and raised in a family of traveling
entertainers he picked up the family craft and has been bringing
entertainment to those who seek him out ever since. At some
point in the past his family was assaulted by bandits but saved
by a traveling monk on a pilgrimage, Randy was so in awe of the
monks skills and strength he asked to be taught their ways. The
monk refused at first but Randy proved persistent and the monk
decided to give Randy a test, he passed barely and Randy was
instructed the basics. Randy and the monk parted ways soon after
that and he sought to refine his skills and continue his
training on his own. He later rejoined his family and continued
the family business.
Country: Swords Coast
Place of Birth: Halfling Homeland
Professional Info
Class: Monk
Job: Entertainer, Adventurer
Background: Urchin
Level: 1
XP: 0/300
Proficiency
Saving Throws: Strength, Dexterity
Simple weapons
Shortswords
Rapier
Hand Crossbow
Warhammer
War Pick
Longsword
Morningstar
Flail
Battleaxe
Sling
Insight
Athletics
Sleight of Hand
Stealth
Disguise kit
Thieves' tools
Herbalism Kit
Inventory
Carrying Capacity: 11/195
Coin: 22G 8S 2C
Items
Dart 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) x20
Sling bullets (40) 3lb.
Thieves’ tools 1 lb.
Kit, herbalism - 3 lb.
Burglar’s Pack: Includes a Backpack, a bag of 1,000 Ball
bearings, 10 feet of string, a bell, 5 candles, a Crowbar, a
Hammer, 10 pitons, a Hooded lantern, 2 flasks of oil, 5 days
Rations, a Tinderbox, and a Waterskin. The pack also has 50 feet
of Hempen rope strapped to the side of it.
Equipped Gear
Helm:
Torso:
Arms:
Legs:
Feet:
Right Hand: Battleaxe - 1d8 slashing - 4 lb. - Versatile (1d10)
Left Hand: Sling - 1d4 bludgeoning - Ammunition (range 30/120)
Back:
Halfling Traits
Your halfling character has a number of traits in common with
all other halflings.
Ability Score Increase
Your Dexterity score increases by 2.
Age
A halfling reaches adulthood at the age of 20 and generally
lives into the middle of his or her second century.
Alignment
Most halflings are lawful good. As a rule, they are good-hearted
and kind, hate to see others in pain, and have no tolerance for
oppression. They are also very orderly and traditional, leaning
heavily on the support of their community and the comfort of
their old ways.
Size
Halflings average about 3 feet tall and weigh about 40 pounds.
Your size is Small.
Speed
Your base walking speed is 25 feet.
Lucky
When you roll a 1 on the d20 for an attack roll, ability check,
or saving throw, you can reroll the die and must use the new
roll.
Brave
You have advantage on saving throws against being frightened.
Halfling Nimbleness
You can move through the space of any creature that is of a size
larger than yours.
Languages
You can speak, read, and write Common and Halfling. The Halfling
language isn’t secret, but halflings are loath to share it with
others. They write very little, so they don’t have a rich body
of literature. Their oral tradition, however, is very strong.
Almost all halflings speak Common to converse with the people in
whose lands they dwell or through which they are traveling.
Mark of Healing Dragonmark (Sub-Race)
A halfling with the Mark of Healing can save a life with a
touch, restoring vitality and the will to live. When dealing
with mundane medicine, the mark helps its bearer sense the
nature of maladies and afflictions and find the best solution.
When equipped with dragonshard focus items, the mark can even
draw the dead back from the depths of Dolurrh.
Ability Score Increase
Your Wisdom score increases by 1.
Medical Intuition
When you make a Wisdom (Medicine) check, you can roll one
Intuition die, a d4, and add the number rolled to the ability
check.
Healing Touch
You can cast the Cure Wounds spell with this strait. Starting at
3rd level, you can also cast Lesser Restoration with it. Once
you cast either spell with this trait, you cant cast with it
again until you finish a long rest. Wisdom is your spellcasting
ability for these spells.
Class Skills
Unarmored Defense
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
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 in the Weapons section.
Monk Weapons (UA)
1st-level monk feature (enhances Martial Arts)
You can use this feature to define your monk weapons, rather
than using the definition in Martial Arts. You practice your
martial arts with specially chosen weapons, which become monk
weapons for you. You can choose a number of weapons to be your
monk weapons equal to 5+ your Wisdom modifier (minimum of five
weapons).
The chosen weapons must each meet the following criteria:
• The weapon must be a simple or martial weapon.
• You must be proficient with the weapon.
• The weapon must lack these properties: heavy, special, or
two-handed.
Dragonmark Spells
Starting Level
Cure Wounds
1st level evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8
+ your spellcasting ability modifier. This spell has no effect
on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, the Healing increases by 1d8 for each slot
level above 1st.
3rd Level
Lesser Restoration
2nd level abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
You touch a creature and can end either one disease or one
condition afflicting it. The condition can be blinded, deafened,
paralyzed, or poisoned.
Stat Bonuses
+2 Dexterity +1 Wisdom
Attributes (No Modifications)
HP: 8
Strength: 13
Dexterity: 18
Constitution: 15
Intelligence: 13
Wisdom: 17
Charisma: 13
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Speed: 25 (Walking)
AC: 19
Modifications
HP: 10
Strength: 13 (+1)
Dexterity: 20 (+5)
Constitution: 15 (+2)
Intelligence: 13 (+1)
Wisdom: 18 (+4)
Charisma: 13 (+1)
*() = Modifier
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