Foofle (Dungeons and doggies /cats and catacombs character for 5e)


(sorry, word document didn't agree with me copying and pasting into this post!) 

*indicating added proficiency **stat change due to trait

Foofle

CLASS: monk    LEVEL: 4

SPECIES: small dog                INSPIRATION:

INITIATIVE: +3

PP: 7 AC: 12 SPEED: 40** HP: 22  / 22          PB: +2

STATS:           
STR: 14 (+2*) DEX:15 (+3*) CON: 12 (+1) INT: 10 (+1**) WIS: 0 (-1) CHA: 13 (+1) 

SAVES:
STR: +4 * DEX: +5* CON: +1 INT: +1** WIS: -1 CHA: +1

SKILLS:
ACROBATICS: +4 *
 ANIMAL HANDLING: -1
ATHLETICS: +5 **
 ARCANA: +1**
DECEPTION: + 1
 HISTORY: +1**
INSIGHT: +1**
 INTIMIDATION:+1
INVESTIGATION: +1**
 MEDICINE: +1**
NATURE: +1 **
 PERCEPTION: -1
PERFORMANCE: +1
 RELIGION: +1**
SLEIGHT OF HAND: +5**
 STEALTH: +5**
SURVIVAL: -1
 PERSUASION:+1

Ki: 4  / 4

FEATS:

Grabbing bite: you've got strong jaws! When you succeed in hitting a creature of your size or smaller you can declare a grapple making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple: A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature: When you move, you can drag or carry the Grappled creature with you, but your speed is halved unless the creature is two or more sizes smaller than you. You can use it against a creature larger however your movement becomes 0 and you move along with the creature

Old dog, new tricks: 2 extra proficiency skills (medicine & insight)

Polearm Master**
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach

WEAPONS:
Natural bite: 1d4 +3 (+5 bonus)
Quarterstaff: 1d6 +2 (+4 bonus)

EQUIPMENT:
GP: 140   SP: 0  EP: 2   CP:0   PP:4
Quarterstaff
Well chewed toy
Masters ashes in an urn
Collar pouch
Explorer's pack
6 gems worth 10gp each
Rataclysum hand trophy

RACIAL TRAITS:
Keen senses: dogs get advantages on all perception tests involving hearing and smell. They are at a disadvantage on tests involving colour.

Dogs gain +1 intelligence modifier

Best friend: dogs may cast charm person once per long rest. No spell components are required. DC for this is 8 + your charisma modifier

Worse than bark: you have a natural bite attack that counts as both weapon and unarmed attack. It does 1d4 +strength modifier damage. It increases to 1d6 at level 5 and 1d8 at level 10

Many breeds, many forms - lapdog: +1 dexterity modifier

Slippery: if your attack is a critical hit, you may dodge as a free action after resolving your attack.

CLASS TRAITS:
Monk: (way of the playful pup) strength & dexterity proficiency bonus
Guiding paw strike: when hitting with a melee attack with an unarmoured weapon or a monk weapon you can spend 1k point to give a creature within 30ft an advantage on its next attack against the same target or a resistance to the next source of damage (monster hits them at a disadvantage)

Unarmoured defence: 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 ability: 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.

Unarmoured 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.

Monastic Tradition. When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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 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, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
(Level 4 - optional feat: Polearm Master - see feats.)

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.

BACKGROUND ABILITY:
Friend by every fireside: besides your ability to befriend other dogs, you are always welcome around a hearth where you are given food, water and shelter.
Speaks canine and common.

BACKGROUND/ BONDS / FLAWS:
Foofle is a Pomeranian that was chosen from her litter for one purpose - to become a sacrifice for her master's reincarnation. She is loyal, easy to train and above all else, obedient. Upon her awakening she was instructed to fulfill her purpose for which she was trained - to take her master's ashes to a specific alter, to a specific place and perform a specific ritual (ending in her sacrifice) to resurrect her master….however despite having great qualities as a dog, her awakening granted her human-like intelligence equal to her existing IQ… which wasn't exceptional to begin with.

She's an overly dramatic airhead and is highly impulsive, tends to narrate everything she does with flare and emotional energy and believes her unique gift can further her knowledge so she can help those other awakened who choose to follow in her footsteps. She's trusting to the point of gullibility and falls for every single sob/tragic story and will do anything she can to be of help - landing herself and everyone else into trouble.

She may have forgotten about what she's supposed to originally be doing, but it doesn't get in the way of her being a loyal and energetic member of the adventure party (even if she's a dunce)


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