Tilgrund Halsbur
............ Monk 11 ............................. Half-Orc ....................................... Neutral ............
................... Way of the Warped Fist .................................................................................................................
____ Inspiration ............ _+4_ Proficiency Bonus ............ _11_ Passive Perception ............ 85,000 Experience Points
Strength 20 [+5] |IIIIIIIIIIIIIIIIIIII| ............ ā _+9_ Strength Saving Throws
ā _+9_ Athletics
Dexterity 17 [+3] |IIIIIIIIIIIIIIIIIIII| ........... ā _+7_ Dexterity Saving Throws
ā ____ Acrobatics ..... ā ____ Sleight of Hand ..... ā ____ Stealth
Constitution 10 [+0] |IIIIIIIIIIIIIIIIIIII| ....... ā ____ Constitutiom Saving Throws
Intelligence 8 [ -1 ] |IIIIIIIIIIIIIIIIIIII| ........ ā ____ Intelligence Saving Throws
ā ____ Arcana .. ā ____ Culture .. ā ____ History .. ā ____ Investigation .. ā ____ Memory .. ā ____ Nature .. ā ____ Religion .. ā ____ Science..
Wisdom 12 [+1] |IIIIIIIIIIIIIIIIIIII| ............. ā ____ Wisdom Saving Throws
ā ____ Animal Handling ..... ā _+5_ Insight ..... ā ____ Medicine ..... ā ____ Perception ..... ā _+5_ Survival
Charisma 8 [ -1 ] |IIIIIIIIIIIIIIIIIIII| ........... ā ____ Charisma Saving Throws
ā ____ Deception ..... ā _+3_ Intimidation ..... ā ____ Performance ..... ā ____ Persuasion ..... ā ____ Willpower ..... ā ____ Visualization .....
Speed: 70ft. ............ Size Medium ............ Initiative: _+3_ ............ Armor Class: _15_
Max HP: _102_ ............ Current HP: _102_ ............ Temporary HP: ____ ............ Hit Dice: 11d8
Health Points: |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII| Ki Points: |1 2 3 4 5 6 7 8 9 10 11|
Death Saves: ............ Successes: āāā ............ Failures: āāā
............ 30 ............................................. 6'8" .......................................... 184 lbs. ............
........................... Brown ................................... Deep brown ............................... Auburn Brown ......................
Alignment: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among ores and willing to live out their lives among them are usually evil. Tilgrund follows the bend of nigh, if not total, chaotic neutrality: striving instead to keep his brother as free to excel as possible, and keeping himself out of the jails that their life-walk leads them through. He believes strongly in fairness, and while he has no qualms with thievery and the like, he does strongly dislike jail time. He further strongly dislikes prejudice and unfairness.
Allies & Organizations:
Proficiencies: Short Swords, and any simple weapons or monk weapons.
Languages:
- Common: "I am speaking Common, for it is my mother tongue."
- Orc: "Jiak kij ukpeakaumn Daraktan, iav iuk mausan moavhas avongue."
- Elvish: "Amin naa maejol Tel'Quessir, ten' ta naa amin atara lambe."
- Thieves' Cant: "I am throwing slang, for I was serviced by my brother."
Tools:
- Healer's Kit
Weapons:
- Simple Weapons
- Monk Weapons
- Short swords
Armor:
- Light Armor
Vehicles/Mounts:
Features and Traits:
Thermal Vision: Thanks to his orc blood, Tilgrund has heat vision in dark and dim conditions, as long as there is heat to highlight objects. He can see body heat and above room temperature heat within 60 feet of himself in dim light, and in darkness, as well as when he's blinded. He doesn't have disadvantage on striking targets when using his thermal vision.
Relentless Endurance: Tilgrund is hellish in combat and out, stubborn enough to give even charging bears and other opponents or beasts pause. When reduced to 0 hitpoints but not killed outright, Tilgrund will instead drop to 1 hitpoint. He'll return to combat as if nothing had changed. This however can't be used more than once per long rest.
Menacing: Tilgrund is naturally intimidating, what with being taller than most and far more aggressive as needed, and thus is proficient in the Intimidation skill.
Savage Attacks: Beginning at 1st level, Tilgrund knows how to strike with wicked precision and brutality, taking advantage of any opening. When a critical hit is rolled, you can roll the damage dice of the weapon and add that roll into the extra damage of the critical strike. Blood for blood! Strike for strike!
Thieves' Cant: During his rogue training, Brynyr taught Tilgrund Thieves' Cant, a secret mix of dialect, jargon, and code that allows him to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, he understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Feats:Lightning Reflexes
You live life on the edge and your whole body is honed to react in an instant.
You gain +1 to your Dexterity stat (up to a maximum of 20)
You have advantage on all initiative rolls.
You can take an attack of opportunity whenever a foe enters your combat space (within 5ft).
If you are surprised you can still use your bonus action and reaction on your turn (For game mechanics you are still classed as surprised and cannot take your movement or a normal action.)
Dervish
Standing still is boring! Youāre always on the move.
Your speed increases by 5 feet.
When you hit a creature with a melee attack, you can move 5 feet at no movement cost as part of the attack.
When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal 2 additional points of damage.
Background: Shunned (Half-Breed). Tilgrund was born of mixed parentage; everyone in his hometown knew it and shunned him for it. His father was an orc, which is socially lower than even elves in Norwich, and this was shared with his hometown community. He was also the child of a prostitute, as his mother worked in a brothel. Because of this, Tilgrund has paid for his heritage for his entire life. His brother would suffer the same fate.
Traits: Tilgrund is fiercely competitive and often challenges others to drinking contests or to a friendly spar out in the streets of many a pub. He's easy going.
Ideals: Justice, he believes with fierce conviction that those who wrong others for little more than appearance should be ... dealt with. Fairly proven, he believes in "true fairness."
Bonds: His family, his half-brother, is the only one who truly matters to him. Tilgrund longs for a future in which his half-sibling shouldn't ever worry about the prejudice of any and all.
Flaws: Tilgrund is fiercely protective of his younger half-brother and will often jump the gun whenever anyone looks even mildly as if they might be threatening the younger sibling. He also has a problem with liquor, and often strives to avoid it... If he only didn't severely find himself liking the drink.
Class Feats:
Visions of Infinity
Starting when you choose this tradition at 3rd level, you can twist a creature's ki and share with it the visions you experience. Once per turn, when you hit a creature with one of the attacks granted by your Flurry of Blows, it becomes absorbed in vision, and has disadvantage on the next attack roll it makes before the end of its next turn. Creatures that canāt be charmed are immune to this effect.
Twisted Limbs
By 6th level, your limbs appear to contain multitudinous joints, and can lengthen and contort to a sickening extent.
Your walking speed increases by 5 feet, your unarmed strikes have Reach, and, if you are grappled, you can use a reaction or a bonus action to end that grapple, and move to an empty adjacent space.
Distorted Thoughts
At 11th level, your thoughts canāt be read by telepathy or other means unless you allow it. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to poison its thoughts, dealing psychic damage equal to half your monk level, rounded down.
Also, as an action, you can spend between 1 and 6 ki points to produce a psionic blast. Each creature within 15 feet of you must make an Intelligence saving throw against your ki save DC (15) or take psychic damage equal to 1d8 damage for each ki point expended + your Wisdom modifier.
Unarmored Defense: When not wearing any armor, and not wielding a shield in hand, Tilgrund's armor class is equal to 10 + his dexterity modifier(+4) + his wisdom modifier(+1)
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(now a D8) 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.