Herbert Character in Eä | World Anvil
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Herbert

Herbert

]+ Monk (Level 3) +[

Mental characteristics

Personal history

In service as the standard bearer for the Eymirain Kingdom's 27th royal infantry, as a soldier Herbert has done time at Sorrowfold, before the monarchs collapse.

Education

Military Monastery

Morality & Philosophy

Neutral.

Personality Characteristics

Motivation

Fights for those who can't.. though enjoys breaking things in the process

Virtues & Personality perks

Herbert is independent, he believes those that blindly follow embrace a kind of tyranny.

Vices & Personality flaws

Would rather eat his armour than admit he's done wrong
Year of Birth
14332 24032 Years old
Children
Gender
Male
Known Languages
Common, Infernal

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Herbert

Monk 3 Class & Level
Solider Background
Tiefling Race
Neutral Alignment

Strength 13
+1
Dexterity 17
+3
constitution 11
+0
intelligence 12
+1
wisdom 10
+0
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+0
+2 proficiency bonus
+3 Strength
+5 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+1 Arcana
+3 Athletics
+0 Deception
+1 History
+2 Insight
+2 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
13
Armor Class
15
Hit Points
+3
Initiative
30+10
Speed
WeaponAttackDamagetype
Nunchucks 1d20+5 1d4+3 Bludgeoning
Dagger 1d20+5 1d4+3 Piercing, Finesse, Light
Darts 1d20+5 1d4+3 Piercing, Finesse, Thrown
Unarmed 1d20+5 1d4+3 Bludgeoning
Attacks
Common, Infernal
Axe throw games, Flute
Dragon-riding
Simple weapons, shortswords
Proficiences
Thaumaturgy
Spellcasting
A private Eymirian insignia, a fallen enemy dagger, common clothes, a set of bone dice, a belt pouch, nunchucks, a dungeoneers pack, darts [9]
Equipment
Enjoys being strong and breaking things
Personality Traits
Independence: when people follow orders blindly, they embrace a kind of tyranny
Ideals
I fight for those who cannot fight for themselves
Bonds
I'd rather eat my armour than admit when I'm wrong (doesn't wear armour)
Flaws
Darkvision | |
Hellish resistance | resistance to fire |
Infernal Legacy | Thaumaturgy cantrip | At 3rd level, can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so after a Long Rest. At 5th level, can cast the Darkness spell once with this trait and regain the ability to do so after a Long Rest. Charisma is Spellcasting Ability for these Spells.
Unarmored Defence | While wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier |
Martial Arts | Your practice of martial arts gives mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property | You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield: Unarmed strikes and monk weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons; You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons; This die increases as you gain monk levels, as shown on the table; When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.
Ki | At 2nd level, your training allows you to channel the mystic energy of ki. Your access to this power is represented by a number of ki points. You have a number of ki points equal to your monk level. When you spend a ki point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended ki back into yourself. You must spend at 30minutes of the rest meditating in order to regain ki | Some ki powers require your target to make a saving throw to resist the effects. The saving throw DCis calculated as follows: Ki save DC= 8 + your proficiency bonus + your Wisdom modifier; You start with the knowledge of these three ki powers:
Flurry of Blows: Immediately after taking the Attack action on your turn, you may spend 1 ki point to make two unarmed strikes as a bonus action
Patient Defence: 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. When you do so, your jump distance is doubled for the turn
Unarmored Movement | At 2nd level, your speed increases when you are not wearing armour or using a shield. This bonus is listed on the table | At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.
Features & Traits

Heroes Enabled

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