Kharon Vrykolakas

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Kharon Vrykolakas
(They/Them)
Player Character
Kharon Vrykolakas's Portrait
Information
RaceHalf-Orc
ClassMonk (Way of the Long Death)
Level2
AlignmentLawful Neutral
Age22 years
StatusAlive
OccupationUnknown
Played ByJames


Description

Kharon (car-rahn) has come to Sunholm to find a suitable location for his training and studies. Kharon does not fear death.

Character Sheet

Score Mod
Strength 10 0
Dexterity 15 +2
Constitution 16 +3
Intelligence 8 -1
Wisdom 15 +2
Charisma 8 -1
  • HP: 19/19
  • Armor Class: 14
  • Initiative: +2
  • Speed: 40 ft.
  • Proficiencies: Simple weapons, shortswords
  • Saving Throw Proficiencies: Strength, Dexterity
  • Skills: Athletics, Insight, Medicine, Religion
  • Leveling up: at 4th, 8th, 12th, 16th, 20th, increase one ability by 2 and two abilities by 1.
  • 0/900 EXP • 0 CP • 0 SP • 0 EP • 205 GP • 0 PP

Traits

  • Darkvision - You can see in dim light within 60 feet of you.
  • Menacing - You gain proficiency in the Intimidation skill.
  • Relentless Endurance - Once every long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • Savage Attacks - When you score a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add to the total damage.
  • Languages - Common, Orc, Infernal

Features

  • Martial Arts - use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Roll a die (see table) in place of the normal damage of your unarmed strike or monk weapon. When you attack with an unarmed strike or monk weapon, you may make one unarmed strike as a bonus action.
  • Ki - Points are restored every short or long rest. You must spend at least 30 minutes of the rest meditating to regain your Ki. Ki save DC = 8 + prof. bonus + Wisdom mod.
    • Flurry of Blows - Spend 1 Ki to make two unarmed strikes as a bonus action.
    • Patient Defense - Spend 1 Ki to take the Dodge action as a bonus action on your turn.
    • Step of the Wind - Spend 1 Ki to takek the Disengage or Dash action as a bonus action on on your turn, and your jump distance is doubled for the turn.
  • Unarmored Movement - Your speed increases by 10 feet while not wearing armor or a shield (see table for bonus increases).
  • Monastic Tradition - Way of the Long Death
    • Touch of Death - Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
    • Hour of Reaping - At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Mastery of Death - Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
    • Touch of the Long Death - Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Weapons

Name Hit Damage/Type Description
Quarterstaff +2 1d6+2 bludgeoning Versatile (1d8 two-handed)
Dart +2 1d4+2 piercing 10 ammo, range 20/60
Unarmed Strike +2 1d3+2 bludgeoning Nonlethal

Equipment

Backpack, bedroll, tinderbox, 10 torches, 10 days of rations, prayer scrolls, herbalism kit.