"Uncle" Hesiah

Human Monk 5/Fighter 1, Tutor

Description:
STR 8 -1
DEX 16 +3
CON 14 +2
INT 12 +1
WIS 16 +3
CHA 10 +0

HP: 46
AC: 16
KI: 5
Ki save DC: 14

Monk Weapon / Unarmed Strike +7 1d6+5
Dart +7 1d6+3 range 20/60

Age: 47
Alignment: Lawful Good
Size: Medium (5’ 11", 190lb)
Speed: 40ft
Languages: Common, Elvish, Scoraxian

Proficiencies (+3):

  • Light and Medium armour
  • Shields
  • Simple and Martial weapons
  • Origami
  • Cook’s tools
  • Vehicles (land)
  • Strength saves
  • Dexterity saves
  • Intelligence (History)
  • Wisdom (Animal Handling)
  • Wisdom (Insight)
  • Wisdom (Perception)
  • Wisdom (Survival)

Features:

  • Extra Attack:
    • You can attack twice whenever you take the Attack action.
  • Martial Arts:
    • You may use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon.
    • When you use the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.
  • Ki:
    • Spending a Ki point enables the use of one of the following 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
    • Ki points are regained after finishing a long or short rest, of which 30 mins must have been spent meditating.
  • Way of the Open Hand: Open Hand Technique
    • Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects:
      • Target must succeed on a Dexterity saving throw or be knocked prone
      • Target must succeed on a Strength saving throw or be pushed up to 15 feet away from you
      • Target may not take reactions until the end of your next turn
  • Stunning Strike:
    • When you hit with a melee attack, you can spend 1 Ki point to force your target to succeed on a Constitution saving throw or be Stunned until the end of your next turn.
  • Fighting Style: Dueling
    • When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. By rule of DM: this also applies to unarmed strikes.
  • Second Wind:
    • On your turn you can use a bonus action to regain hit points equal to 1d10 + your fighter level (1d10+1). Once you use this feature, you must finish a short or long rest before you can use it again.
  • Feat: Martial Adept
    • You learn two maneuvers of your choice. The saving throw DC for these is 8 + proficiency bonus + Dexterity modifier (DC 14). You gain one superiority die, which is a d6. It is expended when you use it, and regained on a short or long rest.
      • Disarming Attack: When you hit a creature with a weapon attack, you may expend one superiority die to attempt to disarm the target. You add the die to your damage roll, and the target must make a Strength saving throw or be disarmed of one item.
      • Pushing Attack: When you hit a creature with a weapon attack, you may expend one superiority die to attempt to drive the target back. You add the die to your damage roll, and the target must make a Strength saving throw or be pushed back up to 15 feet.
  • Unarmoured Defence:
    • While you are wearing no armour and not wearing a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier (AC 16).
  • 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 from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level (1d10+8). If you reduce the damage to 0, you can catch the missile if it is small enough to hold and you have a hand free.
    • If you catch a missile in this way you may make a ranged attack with it with proficiency and as if it were a monk weapon, by spending 1 Ki point.
  • Slow Fall:
    • You can use your reaction when you fall to reduce any falling damage you take by five times your monk level (25).
  • Rustic Hospitality:
    • You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Equipment

  • Mystic Handwraps (+1 to hit with unarmed and Monk weapons)
  • 10 darts
  • Common clothes x2, Aelarian and Scoraxian
  • Belt pouch
    • 1" cube, each side a different colour
    • 385gp
    • Unidentified magical gem
  • Waterskin
  • Backpack
    • Tent
    • Blanket
    • Mess kit
    • Cook’s tools
    • Iron pot
    • Strips of smoked wolf meat
    • Tinderbox
    • 9 torches
    • Shovel
    • 50 ft rope
    • Arthus, baby Owlbear
Bio:

If you get Hesiah drunk (admittedly, this is no great challenge), he’ll tell you many a tale of his youth, though whether or not you believe stories of fights with sea serpents and other monstrous beasts, bold rescues of helpless princes from evil wizards, or daring thefts of priceless artefacts from ancient temples is another question.

The most consistent parts of Hesiah’s claims have him spending much of his younger days travelling, having been variously a mercenary and an explorer in far-off lands, before finally retiring for a more comfortable (or, at least, less dangerous) life in the Westfold.

He became a firm friend and drinking partner of Earl Egros Artell, and eventually found himself the tutor to the Earl’s young son and a person of influence in the household, quickly becoming “Uncle” Hesiah and known for his ability to maintain calm even amidst the storms of crisis and upheaval, as well as for being practical, loyal, and above all, patient.

  • Background Type:
    • Folk Hero – I may not be a hero in a traditional sense, but I am a man of the people.
  • Defining Event:
    • I never speak about what finally prompted me to settle in the Westfold, though it has greatly affected me and my outlook on life.
  • Personality:
    • I judge someone by their actions, not their words.
    • A little patience goes a long way.
  • Ideal:
    • People deserve to be treated with dignity and respect.
  • Bond:
    • I have charge of someone who deserves the best help I can give them. There is something about them that needs to be guided until destiny is fulfilled.
  • Flaw:
    • I have a weakness for the vices of the city, especially hard drink.

"Uncle" Hesiah

A Game of Dice hamsterpotter dhmstark