Tuesday, May 27, 2025

Pre-Gen for Obojima: HITSUI

 


HITSUI

medium humanoid (dara), neutral
monk (sheep dragon shepherd) 3rd level 

background: acolyte


AC: 15; HP: 21 (3D8+3); Initiative: +2; Senses: passive Perception 15; Speed: 40 ft.


STR: 10, DEX: 14, CON: 12, INT: 10, WIS: 16, CHA: 13


Saves: STR +2, DEX +4; Skills: Acrobatics +4, Insight +5, Nature +2, Perception +5, Persuasion +3, Religion +2, Stealth +4; Feat: Magic Initiate (Cleric); Tool Proficiency: calligrapher’s supplies; Languages: Common, Spirit Folk (Torun); PB: +2


TRAITS
Martial Arts: Use DEX instead of STR to determine your Save DC for grapple or shove attacks.

Uncanny Metabolism (1/Long Rest): When you roll Initiative, you regain all of your expended Focus Points. When you do so, regain HP equal to D6 + your Monk level.


ACTIONS
Quarterstaff: melee weapon attack (+2 to hit, reach 5 ft., one target. Hit: D6 OR D8 bludgeoning damage)
Dagger: melee OR ranged attack (+4 to hit, reach 5 ft. OR ranged 20/60 ft., one target. Hit: D4 piercing damage)


BONUS ACTIONS
Unarmed Strike: melee natural attack (+4 to hit, reach 5 ft., one target. Hit: D6+2 bludgeoning damage)

Herding Sheep: You can expend 1 or more Focus Points to cause a willing creature that you can see within 60 ft. of you to move it closer or farther from you. This movement doesn’t provoke opportunity attacks. If the creature moves toward you, move it up to 15 ft. per Focus Point spent. If it moves farther from you, move it up to 10 ft. per Focus Point spent.

Monk’s Focus (3/Short Rest): Your focus and martial training allow you to harness the extraordinary energy within yourself to activate the following special abilities:


Flurry of Blows: Costs 1 Focus Point. Make two Unarmed Strikes.

Patient Defense: Take the Disengage Action or spend 1 Focus Point to take both the Disengage and Dodge actions.

Step of the Wind: Take the Dash action. Alternatively, you can spend 1 Focus Point to take both the Disengage and Dash actions, and your Jump distance is doubled for the turn.


Your Save DC is 13.

REACTIONS
Deflect Blows: When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, reduce the attack’s total damage by D10 + DEX modifier + Monk level. If you reduce damage to 0 HP, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 ft. of yourself if the attack was melee or a creature you can see within 60 ft. of yourself that isn’t behind Total Cover if the attack was ranged. The creature must make a DEX save or take damage equal to two rolls of your Martial Arts die + your DEX modifier. The damage is the same type as the original attack.

MAGIC ACTIONS
Create Talismans (1/Long Rest): Create a magical paper talisman, which can bestow unique abilities to any creature in possession of it. Talismans last for 1 hour or until activated. When you create one, choose one of the following forms for it:

  • unchecked

    Sun Talisman: Use bonus action to activate, granting the benefit of the Disengage or Dash actions.

  • unchecked

    Earth Talisman: When reduced to 0 HP but not killed outright, creature drops to 1 HP instead.

  • unchecked

    Knowledge Talisman: When they make an ability check, they can activate this talisman, rolling D6 and adding the result to the check. This can be before or after the ability check is made.

  • unchecked

    Moon Talisman: Can be placed on any weapon as an action. The next time the weapon successfully hits a target, the talisman activates, dealing an extra 3 HP damage.

Sacred Revelation: You possess an innate gift allowing you to perceive and absorb information from the peculiar glyphs strewn across the island. You can touch and absorb any information stored inside one of them.

SPELLCASTING
Attribute: WIS; Spell DC: 13; Spell Attack: +5
Always Prepared (1/Long Rest): cure wounds
Cantrips (at will): sacred flame, spare the dying


POSSESSIONS
Equipment: book of prayers, calligrapher’s supplies, holy symbol, parchment sheets x10, robe
Coinage: 8 GP


PSYCHOLOGY    

Personality: Always speaks of himself in the third person, using “it” as its pronoun.

Ideals: It learns and grows through adventure and travel.

Bonds: It treats everyone with heavenly compassion, even its enemies.

Flaws: It loves to eat, drink and play in excess.

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