Character Combat Info
HP : 13 of 68
AC: 20
Proficiency Bonus +4
Ki points: 10 left: 2 Ki DC: 15
+5 to hit and damage due to strength
Weapon: +1 Quarterstaff 1d6 damage +1.
Unarmed Strike: 1d6 plus strength.
Attacks +10 (+4 proficiency, +5 belt, +1 staff,)
Character Description
Name: Cratol Stormcaller (Heir to baron Cale Stormcaller of Redcliffe)
Race: Half-elf
Height: 5' 5"
Weight: 158 lbs
Skin: Brown
Hair: Light brown
Eyes: Grey
Darkvision 60'
Movement 30 + 20 monk ability = 50
+1 natural armor class (due to gem activation)
+2 to hit and damage when fighting Orcs
Character History
Cratol was at the monastery as long as he can remember. The elders had said they found him outside their door one summer morning crying out abandoned. They have no idea who left him or why. They do not know if they are coming back for him. But after ten years he figured they were not coming back for him or they have forgotten about him.
It was during this year his tenth of life that the Orcs attacked the monastery. After the fighting died out and the silence was all he had heard for many hours Cratol climbed out of the hidey hole he was in. The monks were about but a lot fewer were there and the buildings suffered a lot of damage. The elders told of the horde that was pushed aside that day and how they would probably leave them alone for some time due to the numbers that were killed. Cratol helped drag the bodies of the orcs and fallen monks out and away from the monastery wall where the monks were given a proper funeral pyre and the orcs dumped off a nearby cliff to rot at the bottom. Cratol found the one monk who had taken him under his wing and was training him in the ways of the Ki laying in a back part of a store building minus his head. Cratol swore to himself that day he would complete his training and then seek revenge for his mentors death.
Six more years passed and Cratol was proficient with the styles of fighting that he had worked on since the age of six. He was overheard one morning while attacking a large stuffed dummy of how he was going to kill the orcs and slay them all for what they had done. When questioned by the elders Cratol admitted that there was a dark spot in his heart where orcs were concerned. He would not or could not forgive them for what they had done six years earlier. The elders decided that Cratol should go out in the world and seek his own way. Their words were as thus. Young Cratol you have learned our ways but now with the hate blinding your eyes and clouding your thinking you should go forth into the word and learn to reopen your eyes and your mind. Once you have done this come back to us and tell us all that you have learned.
Cratol bowed to their superior knowledge and vowed that once he had fulfilled their wishes he would return. That night he packed his things. He spent extra time in the temple seeking to further understand what life had in store for him but received no answers. The next morning after a good break of his fast he bowed good bye to the elders and his friends and set upon the open road.
Later in life he found his family and learned more of his story. from his great uncle baron Cale. Baron Cale sighs, "I can understand your bitterness, and I am afraid I do not have good news in response to that last question. At least in regard to your mother's side of your family, I am the closest living relative you have left. Your grandparents and uncle died in the raid on Redcliffe, your mother Misha soon afterwards of wounds sustained in the retreat. As to your father and his kin, I do not know if they live or where they are, I have been unable to locate him as of yet. I know now his name is Aerendyl, but I can tell you little more than that he was part of a wandering band of elven troubadors. I am afraid there is doubt he even knows you exist. You have several first and second cousins, they'll be welcoming enough to you, but to be blunt I would not rely on them for much of importance."
"As to the matter of your abandonment, I was no less surprised to learn of your existence a little under a year ago. Before she died, Misha confessed to having you in secret and passing you on as a babe to the monastery. She begged me to find you, and so I did. I found the place you were raised easily enough, and learned of the name they gave you, but there the trail went cold, until I heard your name in connection to the events at Greenest.
"My younger brother, your grandfather Gells, was a proud man, too proud in many respects. I can tell you he would not have approved of your mother risking, much less having, a child with a mere bard. I do not know if he knew, and I do not know if he forced your mother to take the actions she did. I am uncertain if I wish to know, it is a terrible thing to feel disgust towards one's sibling. I would like to think that if he did know, he would have swallowed his pride and fulfilled his duty to you, but I cannot be sure."
"As to my niece, forced or not, I suspect she acted out of fear, both for herself and for you. I cannot fault her for that. But she should have known better, whatever my brother's views were, I would sooner hang myself than turn away one who shares my blood, and it was my decision then, as it is now. As humbled and fading as this family is, it is yours. For whatever it is worth, know that you are Cratol Stormcaller, born of a proud lineage, and for all that I am you will never be alone again."
Character Magick / Spells / Powers
Tool proficiencies: herbalism kit
Skill Proficiencies: Medicine, Religion +2, History, Insight
Ring that gives advantage to initiative
+1 ring of protection that adds +1 to Ac and +1 to saving throws.
Monk Skills: two attacks per round.
Unarmored Defense: not wearing armor AC is 10 + Dex mod + Wis Mod currently +7
Martial Arts:
1. use dex instead of strength for attack and damage using monk weapons or unarmed attacks
2. can roll a d6 in place of unarmed attacks or monk weapon attack rolls.
3. When attacking with unarmed attacks or monk weapon you get one extra attack as a bonus attack.
4. Ki: Flurry of Blows, Patient Defense, and Step of the Wind. Ki dc 8+proficiency + wisdom modifier currently 15
5. Unarmored movement: +20'
6. Monastic Tradition: Way of the Open hand
7. Deflect Missiles: you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level. Currently 1d10+14
8. Slowfall: you can use your reaction when you fall to reduce any falling damage you take by an
amount equal to five times your monk level. Currently: 50
9. Stunning Strike - you can interfere with the flow of ki in an opponents body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of
your next turn.
10. Ki-empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Wholeness of Body: At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you
can use this feature again. currently: 30 points
11. Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragons lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
12. Unarmored movement improvement: At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
13. Purity of Body - At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Rusty buckler
Beak off a worm like thing
Character Notes*
Pegasus Guardian Shields: The inner thougts of Cratol Stormcaller are protected.
* Protected by Guardian
Character Equipment
Hermit
You lived in seclusion either in a sheltered community such as a monastery, or entirely a lone for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Scroll case full of notes
Winter blanket,
common clothes,
herbalism kit,
Back pack
sleeping furs,
rations 10 days
water skins 4
paper 10 sheets
quills 5
traveling ink pots 3
hammer
iron spikes
50' rope (hempen)
twine 30'
large sacks 5
+1 to ac monks outfit.
+1 ring of protection.
Potion if poison resistance
Belt of Hill Giant strength - Strength of 21
The Firmament (Wondrous item, requires attunement) To all appearances a simple pair of thin laced slippers, this set of footwear is surprisingly comfortable and warm. For every twenty feet of movement on natural surfaces (Earth, sand, unworked stone, etc.), an attuned wearer gains +1 health, up to half of their normal hit point maximum. No health is gained by running on unnatural surfaces.
Character Storage
Handy Haversack
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and cant be reopened.
Game Master Notes*
Pegasus Guardian Protects: The secrets dispensed by Daishain are protected from prying eyes.
Last nag (warning): --
* Protected by Guardian
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Strength: 12 +1/21 +5 due to belt
Dexterity: 18 +4
Constitution: 13 +1
Intelligence: 11 +0
Wisdom: 16 +3
Charisma: 12 +1
AC 20 = 10 +1 (monks outfit), +4 (dexterity), +1 (ring), +3 (wisdom), +1 (gem)
exhaustion levels: 1
Gold: 6,014 (in his haversack)
Ki abilities:
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Way of the Open hand:
Open Hand Technique: Starting when you choose this tradition at 3rd level, you can manipulate your enemys ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It cant take reactions until the end of your next turn.
Languages: Common, Elvish, Dwarvish, Sylvan
Particulars: