User Tools

Site Tools


games:magic_academy:students:thomas

Thomas DeFrank

3' 5“, brown hair, blue eyes, lean and muscular.

Primary Class: Monk 5th level

Secondary Class: Ranger 2nd level

HP 54 AC 18 (Dex + Wis)

Str 15 Dex 20 Con 14 Int 10 Wis 18 Cha 12

Proficiency: +3

Skill Proficiencies

  • Acrobatics (Dex): +4 Dex +3 Prof +2 Expert +0 Training
  • Animal Handling (Wis): +4 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +0 Int +0 Prof +0 Expert +0 Training
  • Athletics (Str): +2 Str +3 Prof +0 Expert +0 Training
  • Deception (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • History (Int): +0 Int +0 Prof +0 Expert +0 Training
  • Insight (Wis): +4 Wis +0 Prof +0 Expert +0 Training
  • Intimidation (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • Investigation (Int): +0 Int +3 Prof +0 Expert +0 Training
  • Medicine (Wis): +4 Wis +0 Prof +0 Expert +0 Training
  • Nature (Int): +0 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): +4 Wis +3 Prof +0 Expert +0 Training
  • Performance (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • Persuasion (Cha): +1 Cha +3 Prof +0 Expert +0 Training
  • Religion (Int): +0 Int +0 Prof +0 Expert +1 Training
  • Sleight of Hand (Dex): +4 Dex +0 Prof +0 Expert +0 Training
  • Stealth (Dex): +4 Dex +3 Prof +0 Expert +0 Training
  • Survival (Wis): +4 Wis +3 Prof +0 Expert +1 Training
  • Technology (Int): +0 Int +3 Prof +0 Expert +0 Training

Tool Proficiencies

  • Brewer's supplies (+? Abil +3 Prof +0 Expert +1 Training)
  • Carpentry supplies (+? Abil +3 Prof +0 Expert +1 Training)

Spell Slots

  • 2 1st level ranger

Prepared Spells

  • Zephyr Strike
  • Ensnaring Strike

Wanderkin Racial Characteristics

Your wanderkin character has a variety of natural abilities earned from their descendancy from the heroes of old.

  • Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • Age: A wanderkin reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
  • Size: Wanderkin average about 3 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed: Your base walking speed is 25 feet.
  • Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave: You have advantage on saving throws against being frightened.
  • Wanderkin Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  • Languages: You can speak, read, and write Common and Elvish.
  • Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Character Background: Failed Merchant

Thomas was from a family of brewers that went out of business in his youth. He's managed to save enough to get himself enrolled at the Academy of Magic, but that's the limit of his fortunes.

  • Skills: Investigation, Persuasion
  • Tools: Brewer's supplies
  • Languages: Celestial
  • Feature: Supply Chain

From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

  • Personality Trait: The customer is always right.
  • Ideal: Redemption. Too many people consider me a failure. So I need to prove them wrong.
  • Bond: My church provides a connection to my god, so I must ensure that it is protected and funded.
  • Flaw: I find that most people are trustworthy. Hey, where’s my belt pouch?

Monk Class Features

As a monk you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per monk level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple weapons, shortswords, monk weapons
  • Tools: Carpenter's supplies
  • Saving Throws: Strength, Dexterity
  • Skills: Acrobatics, Stealth

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

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 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). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • 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.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon (Optional)

Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

Deflect Missiles

Starting at 3rd level, 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 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Slow Fall

Beginning at 4th level, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's 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.

Monastic Tradition: Way of the Open Hand

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's 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 can't take reactions until the end of your next turn.

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.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Ranger Class Features

As a ranger, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Animal Handling, Perception, Survival

Favored Foe

This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Deft Explorer

This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. (Expertise in Acrobatics)

You can also speak, read, and write 2 additional languages of your choice. Elven, Draconic.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty.

Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

College Stats

Dorm: Witherspoon Hall

  • Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
  • Calm: Students living here do not have to deal with noisy conditions, making studying easier.
  • Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
  • Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.

Gained Abilities

  • Party Dynamics: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
  • Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
  • Brewing for Initiates: Overview of Brewing (+1 to Brewer's Supplies proficiency when complete.)
  • Proper Preparedness: An overview of Survival. (+1 Survival after class is complete.)
  • The Divine Comedy: Introduction to Religion. (+1 to Religion after course is complete.)
  • Party Dynamics II: Enhances teamwork and provides education in various beasts. (Int check to identify a creature or roughly estimate its identity.) Taught by Professor Mavinda Sharpbeak.
  • Business Matters: An overview of Persuasion as it relates to business. (+2 to Persuasion during business dealings after course is complete.)
  • Remedial Technology: Provides Proficiency in Technology once completed.
  • Carpentry and You: Overview of Carpentry (+1 to Carpenter's Supplies proficiency when complete.)
  • Value Assessment: An overview of Perception as it relates to assessment of value. (+2 to Perception to identify value of objects.)

Current Classes

Extracurriculars

  • Iron Lifters Society (Athletics, Medicine)
  • Future Entrepreneurs (Insight, Persuasion)

Friendships, Beloveds, and Rivalries

  • Rosie: +2 | Bond Boon: Rosie's energy is contagious. Whenever you travel any significant distance, you can reach your destination in half the normal time.

Possessions

Money

  • 117 Shirans
  • 120 gold, 18 silver, 29 copper

Standard Items

  • Shortsword (wakizashi)
  • 10 darts
  • Backpack
  • Crowbar
  • Hammer
  • 10 pitons
  • 10 torches
  • Tinderbox
  • 10 days of rations
  • Waterskin
  • 50 feet of hempen rope
  • Brewer's supplies
  • Merchant's scale
  • Fine clothes
  • Cleric in a Bottle - Acolyte (Healing Potion)
  • Hooded lantern full of oil
  • College robes
  • College scarf
  • College tunic
  • College knit hat
  • Gypsy Friend Medallion
  • Prefect badge #209
  • Fine clothes

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from Magic Initiate.

  • Thorn Whip: You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range (30 feet). Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Eldritch Blast: A beam of crackling energy streaks toward a creature within range (120 feet). Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • Compelled Duel: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Special Items

Thomas's trinket is an empty glass vial that smells of perfume when opened, a memory of his lost girlfriend, Lianne.

Student ID card

Great Library card

Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.

Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Mirrored Sunglasses. These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; in addition, the mirror reflection may reflect the gaze attack back on the user!

Shortsword +2 of speed

Dragonhide belt +1: This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Hat of Wizardry: This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

SoulPhone

Upgrades

Emergency Exit

Teleportal Upgrade

Remote Portal Access

Phone of Holding

Phone of Banking

Extra Memory Capacity: 2000 Quads

Apps

Bank of Alshira Professional

Special Benefits and Extended Rests

Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.

Common Attacks

Unarmed Strike: +7 to hit, 1d4+5 bludgeoning damage

Shortsword +2 of speed: +9 to hit, 1d6+7 slashing damage, attack again as bonus action

Dagger +1, +2 vs magic-users/enchanted creatures: +8 to hit, 1d4+6 slashing damage

Thorn Whip: +6 to hit, 1d6 piercing damage + pull up to 10 feet if Large or smaller, 30 foot range

Eldritch Blast: +6 to hit, 1d10 force damage, 120 foot range

games/magic_academy/students/thomas.txt · Last modified: 2023/01/27 22:40 by wizardofaus_doku

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki