Friday, June 23, 2017

5th Edition - Zaheer (Re-post)

It has been brought to my attention that I am missing my old Zaheer character write-up for 5th Edition D&D. A little over a year ago, my original site had some issues with it and I lost everything I posted. Well, the posts for my old blog, I still have earlier drafts of everything I've posted. So I spent the morning re-writing Zaheer. I also created a PDF as well.


Screenshot from Nickelodeon's “Avatar: The Legend of Korra".



Zaheer

Disciple of Guru Laghima, Member of the Red Lotus

Chaotic Evil Human Monk of the Elements 11

Medium Humanoid (human)
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Armor Class. 15.
Hit Points. 69. Hit Dice. 11d8.
Speed. 60 ft. Initiative. +3.
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STR 10 (+0), DEX 16 (+3), CON 12 (+1).
INT 12 (+1), WIS 14 (+2), CHA 12 (+1).
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Proficiencies. Proficiency Bonus +4.
• Saving Throws. Strength +7. Dexterity +7.
• Skills. Acrobatics +7, Insight +6, Persuasion +5, Religion +5, Stealth +7.
• Tools. Artisan's tools (Calligrapher's supplies).
• Armor. None.
• Weapons. Simple weapons, Shortsword.
• Languages. Common, Celestial, Draconic, Elvish.
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Feats. Athlete, Mobile, Polearm master.
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Immunities. Disease, Poison.
Senses. Normal. Passive Perception 12.

Actions

Attack. Can attack Twice with the Attack action, using the following:
• Quarterstaff. Melee attack +7. Damage 1d6+3 bludgeoning (versatile 1d8+3).

• Martial Arts. Melee attack +7. Damage 1d8+3 bludgeoning.

Racial/Background Traits

• Human (variant). Ability scores (+1 Dexterity, Wisdom). Bonus skill (Persuasion). Bonus feat (Athlete).

• Acolyte (background). Skill proficiencies (Insight, Religion). Languages (choose any two). Feature (Shelter of the Faithful).

Monk Class Traits

• Unarmored Defense. Armor Class 15 when wearing no armor, nor using a shield.

• Martial Arts. When unarmed or wielding a monk weapon:
— Can use Dexterity instead of Strength for attack and damage rolls while unarmed or with monk weapons.

— Unarmed damage is 1d8.

— After using the Attack action with an unarmed strike or monk weapon, can make one unarmed strike attack as a bonus action.

• Ki. Points 11. Ki Attack +6. Ki Save DC 14. Can spend Ki points on the following abilities:

—Flurry of Blows. After using an Attack action, can spend 1 Ki point to make two unarmed strikes as a bonus action.

—Patient Defense. Can spend 1 Ki point to use Dodge as bonus action.

—Step of the Wind. Can spend 1 Ki point to use Disengage or Dash as a bonus action, and double jumping distance.

• Unarmored Movement. When not wearing armor, nor using a shield, Speed increased by 20 ft. Can move along vertical and across liquid surfaces without falling.

• Way of the Four Elements (monastic tradition). Can spend up to 4 Ki points on a spell. Elemental disciplines are:
—Elemental Attunement. Can spend 1 Ki point to briefly control elemental forces.

—Fists of Unbroken Air. As an action, can spend 2 Ki points and have one enemy within 30 ft. make a Strength saving throw. On a failed save, target takes 3d10 bludgeoning damage, plus an extra 1d10 damage for each additional Ki point spent, and push target 20 ft. away and knock it prone. Takes one-half damage on a successful save and not knocked prone or pushed back.

—Ride the Wind. Can spend 4 Ki points to cast the fly spell on self only.

—Rush of Gales. Can spend 2 Ki points to cast the gust of wind spell.

• Deflect Missiles. When hit by a missile from a ranged weapon attack, can use Reaction to reduce damage by 1d10+11. If damage is reduced to 0 and missile is small enough to hold in one hand and have one hand free, can spend 1 Ki to make a ranged attack with the caught missile as part of the same Reaction. Treated as a monk weapon for the attack.

• Slow Fall. As a Reaction, can reduce falling damage by 55 ft.

• Extra Attack. Can attack twice with the Attack action.

• Stunning Strike. After hitting a creature with an unarmed strike or melee weapon attack, can spend 1 Ki point to attempt a stunning strike. Target must succeed on a Constitution saving throw or be Stunned until the end of next turn.

• Ki-Empowered Strikes. Unarmed strikes count as magical for purposes of resistances and immunities.

• Evasion. When subject to an effect that allows a Dexterity saving throw for one-half damage, on a successful save no damage is taken instead and only one-half damage on failed save.

• Stillness of Mind. Can use action to end one Charmed or Frightened effect on self.

• Purity of Body. Immunity to disease and poison.

Possessions

Air nomad robes, Quarterstaff.

Creation Notes

Starting Ability Scores. 15, 13, 12, 12, 12, 10.

1 comment:

Unknown said...

OMG TY SO MUCH. It was me who asked about the Zaheer character. I know u posted thid about a year ago. Let's just say life has been crazy. But tytyty for this! I did my waiting!