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
    • 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)
  • 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
  • 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
  • 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
  • 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

Equipment

other stuff?

want: