Here to petition that my clan of tieflings be un-cursed and allowed to rejoin civilization.
Stats
- Size: Medium
- Speed: 60 ft
- Climb and Swim match Speed
- Darkvision: 60
- AC: 22
- Agile Defense: AC = 10 + Dex mod + Wis mod
- Bracers of defense
- HP: 146-49=97
- 49
- Hit Dice: 20d8
- Proficiency Bonus: +6
- Exertion pool: 22
- spent 6
- Initiative: +5 w/ Advantage
- Regain martial arts die exertion
- Immunities
- blinded, deafened, fatigue, poisoned
- immune to fright
Ability Scores:
- Str: 8 (-1)
- Save proficiency
- Dex: 20 (+5)
- base 15
- +1 (Exile)
- +4 (2 improvements)
- Save proficiency
- Con: 14 (+2)
- Int: 10 (+0)
- Wis: 20 (+5)
- base 13
- +1 (Exile)
- +6 (3 improvements)
- Cha: 12 (+1)
Features
- Race: Planetouched
- Immortal Blessing
- Gifts: Tiefling
- Hellish resistance (fire resistance)
- Infernal Legacy
- Produce Flame cantrip
- Arcane Riposte (fire)
- 1/long rest
- Cha
- Paragon Gift: Hellish Assault
- Fire damage ignored resistance. Enemies with immunity are resistant
- Culture: Wildling
- Enhanced Vision
- Nightwalker
- Expert Forager
- Internal Clock
- Living off the Land
- Land Hunter
- Weather Sense (grasslands)
- Enhanced Vision
- Background: Exile
- Fellow Traveller
- Class: Adept
- Adroit Defense: Agile Defense
- Martial Arts
- Combat Maneuvers (8 total)
- Exertion Focus
- Practiced Techniques (8 total)
- Battlefield Ettiquette
- Empty Mind
- Acquired Knowledge
- Great Reputation
- Grandmaster
- Death Blow: After a hit with weapon, can make it a max damage critical
- if a creature, target makes a Con save or reduced to 0 HP
- Once per short rest
- Death Blow: After a hit with weapon, can make it a max damage critical
- Adept Archetype: Exalted Athlete
- Blessed Prowess: Add martial arts die to Str, Dex, Con checks
- Master Athlete
- Sacred Boon: Boon of Death
- Eternal Favor
- Languages
- Common
- Draconic
- Infernal
- Celestial
- Goblin
Skills and Proficiencies
- Skill Proficiencies
- Perception
- Nature (always use Wisdom)
- Survival
- Performance
- Athletics (Dex)
- Stealth
- Expertise die
- Survival
- Other Skills
- Intimidation
- Expertise die
- Insight
- Expertise die in starlight or moonlight
- Persuation
- Expertise die against others who are away from land of birth
- Expertise die in starlight or moonlight
- Intimidation
- Proficiencies
- Armor: None
- Weapons
- Simple weapons
- Punching daggers
- Shortswords
- Throwing daggers
- Tools
- Flute
- 1 extra (Acquired Knowledge)
Attacks
- Use Dex for attack and damage with adept weapons
- Martial Arts die: 1d10
- Replaces unarmed or adept weapon damage
- After attack with unarmed or adept, make unarmed strike as bonus
-
Extra attack - 3 attacks per turn
- Staff of Striking
- Attack: +14
- Damage: d10+8 (bludg)
- Has 10 charges, regains 1d6+4 at dawn
- Can add 1d6 force per charge, 3 max
- Used 3
- Unarmed (magical)
- Attack: +11
- Damage: d10+5 (bludg)
- Produce Flame cantrip
- Ranged spell attack: +6, 30 ft
- Damage: 3d8 fire
- Arcane Riposte (fire)
- Reaction, melee spell attack: +6
- Damage: 3d6 fire
Focus
DC: 18 (8 + prof + Wis mod)
- Flurry of Blows
- 1 exertion, make two unarmed strikes as bonus action
- Long Step
- 1 exertion, disengage or dash as bonus action
- Patient Defense
- 1 exertion, Dodge as bonus action
- Additional Attack
- Battering Shield
- Hit same enemy twice, gain +2 AC
- Battle Meditation
- Spend 1 hit die, regain 1d4 exertion
- Beyond Size
- Closed Soul
- Spend reaction and 2 exertion to get advantage on save vs spells or magic
- Deflect Missiles
- Reaction to catch missile, reduce damage by 1d10+dex+level
- If reduced to 0, spend 1 exertion to throw back
- Reaction to catch missile, reduce damage by 1d10+dex+level
- Deflect Magic
- Reaction and 2 exertion to deflect magic ranged attacks
- Reduce damage by 2d10+dex+level
- If reduced to 0, spend 1 exertion to retarget
- Distant Death Dance
- Bonus action, 2 exertion, reach for unarmed is 60 feet
- Focused Strikes
- Unarmed strikes are magical
- Magic Resistance
- Advantage on saves vs magic and spells
- Mirage Dance
- Bonus action, 2 exertion, under effect of Mirror Image
- Paralyzing Strike
- On attack, 2 exertion to paralyze (Con save)
- 2 extra exertion for disadvantage (from Pressure Point Secrets)
- Powerful Blow
- Bonus action, on successful attack, spend 1 exertion to add martial atrs die damage
- Pressure Point Secrets
- 2 exertion, target of paralyzing or stunning strike has disadvantage
- Shockwave
- 2 exertion, create shockwave
- Stunning Strike
- After hit, 1 exertion to stun (Con save)
- 2 extra exertion for disadvantage (from Pressure Point Secrets)
- Vengeful Spirit
- Death save, set spirit loose
- Warding Dance
Techniques
- Adept Speed (3)
- Increase speed by 10*3
- Gale Walk
- Advantage on Athletics
- Hurricane Walk
- Bonus action, 1 exertion: Fly for 1`turn
- Nimble Athlete
- Use Dex for Athletics
- Shadow Walk
- Teleport in Shadows
- Sixth Sense
- Advantage on init checks
- Slow Fall
- Use reaction to slow fall - five times level
- Wilderness Training
- Proficient in Survival
Maneuvers
DC: 20 (8 + prof + dex mod + 1)
Traditions: Mirror’s Glint, Razor’s Edge
- 1st Deg:
- Knockdown Assault (MG) (1st, action, 1)
- Leading Throw (MG) (1st, reaction, 1)
- 2nd Deg:
- Assisted Roll (MG) (2nd, reaction, 1)
- Practiced Roll (RE) (2nd, bonus, 1)
- 3rd Deg:
- Heightened Reflexes (MG) (3rd, bonus, 1-3)
- Drive Back (RE) (3rd, action, 2)
- 4th Deg:
- Retributive Blow (MG) (4th, reaction, 2)
- Perfect Edge Stance (RE) (4th, bonus, 2)
- 5th Deg:
- Reflect Attacks (5th, reaction, 3)
- Blinding Strikes (5th, action, 3)
Equipment
- 300k GP
- Staff of Striking
- Traveller’s clothes
- Rations (10 supply)
- Letter from a relative
- Explorer’s pack
- Bracers of Defense
other stuff?
want: