Name
Age
Type
Height
Weight
Size
Race
Alignment
Background
Languages
Class
Levels
Proficiency
Status
Name
Age
Type
Height
Weight
Size
Race
Alignment
Background
Languages
Class
Levels
Proficiency
Status
Brando Kalchik
43
Humanoid
6'2"
Heavyweight
Medium
Human (variant)
Neutral
Time-Lost Traveler
Iryllian, Common, Southern
Monk
1
Navigator's Tools
1 (but he can speak Iryllian lol)
Theme (if I find one) :
HP
Initiative
Proficiency
Passive Perception
8
+2
+2
14
AC
Speed
Spell DC
Spell Modifier
16 (unarmored)
30ft
n.a
n.a
Str : 16
Dex : 14
Con : 10
d20+3
d20+2
d20
Int : 14
Wis : 18
Cha : 6
d20+2
d20+4
d20-2
[DEX] Acrobatics : d20+2
[STR] Athletics*: d20+5
[WIS] Animal Handling* : d20+6
[INT] Arcana : d20+2
[CHA] Deception : d20-2
[INT] History* : d20+4
[WIS] Insight* : d20+6
[CHA] Intimidation: d20-2
[INT] Investigation : d20+2
[WIS] Medicine : d20+4
[INT] Nature : d20+2
[WIS] Perception : d20+4
[CHA] Performance : d20-2
[CHA] Persuasion : d20-2
[INT] Religion : d20+2
[DEX] Stealth : d20+2
[DEX] Sleight of Hand : d20+2
[WIS] Survival* : d20+6
PUNCH------------------
Attack 2-----------------
Attack 3------------------
etc
Attack Rolls
1d20+5
1d20+
1d20+
Damage Rolls
1d4+3
Additional Info
Example: +1d6 sneak attack damage
Feat: Crusher
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
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 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.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
Personality Trait: I pretend great naivete or ignorance for my own reasons. And I don't speak much, on account of my injuries.
Ideal: Aspiration. I know that I was sent here for a reason. (Any) I'm here to look after my pupil that was lost to time with me, and searching for a way back.
Bond: Someone else was also sent through time when I was. I need to protect that person.
Flaw: I am dogmatic in my thoughts and philosophy.
Surrounded in flame as he tries to block it's path, memories flash before him as he loses grasp on reality...
"I'm Sorry... You will need to fill in the gaps I didn't teach you. Make it you're own....New path...Your own style...." His master's dying words as they succumb to illness...
"You! You're coming with us! We have suspicions....." Guards hauling him away to an Iryllian noble's dungeon on false claims, to live many indentured years...
"...In exchange for more freedom, you will teach our children your way of fighting. Not to let your master's work go to waste..." A nobleman's ultimatum when Brando's innocence comes to light. And, when he became a master, the noble's daughters as his pupil.
"The Mharoti Empire are getting aggressive. We should begin making precautions." He once overheard.
"The Dragon Empire are here! We're under sieg-!" A guard cut off by a crumbling wall, a dragon landing on the castle walls.
"We'll buy you time! Get the princess to the sorcerers!" Another guard barking orders to him.
"There's no more time! We must cast the spell! Just know you'll be somewhere far away from here!" Says a noble's sorcerer. "Wherever you end up, try to make contac-!" *BOOM*
The sorcerer is interrupted as a dragon breaks down another castle wall, eying his new-found prey, bellowing something in it's draconic language - A resounding threat, or promise, that no one will escape. Soon after, the gout of flame as the sorcerers frantically rush to complete their spell as the flames engulf them all.
And then, all is black for a moment, until the darkness is replaced with the dim light going through the trees. Brando's burns still sting, and the cool, swampy water makes it sting all the worse. It isn't long before he passes out from the pain...The spell went off, but how much longer will he last?
He hears a shout as it all goes dark. His pupil, that princess - She made it too. That's all that really matters. His work is done...
But, it seems fate had another idea. It seems they were transported across the lands and through time, probably the spell being disrupted. Nearby is the house of the witch Ethel...But, will she help the pair?
Equipment: A leather case containing a map of a now-ancient city, a bullseye lantern, a set of traveler’s clothes, a trinket brought from your time, and a pouch containing 25 gp in antique coins.
-Dungeoneer's Pack
-Javelin