Taradia Corylis
Crowssante
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- 1 year, 7 months ago
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- Crowssante
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TARADIA C.
Ability Scores
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Proficiencies
Features & Traits
Discovery (Hermit)The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance."
While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep, and you can change your season.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom:
✤ Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
✤ Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
✤ Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
✤ Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
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.
Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
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.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot.
Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Your mastery of the ki flowing through you makes you immune to disease and poison.
You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Your mastery of ki grants you proficiency in all saving throws.
Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Ki
Ki Points: 15
Save DC: 17
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.
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 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.
Stunning Strike
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.
Mastery of Death
When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Diamond Soul
Whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Spells
Casting Stat: Wisdom
Atk Bonus: +9
Save DC: 17
Level 1 Spells
Hex (Enchantment)- [Fey Touched feat]
- Range: 90 ft.
- Casting time: 1 Bonus Action
- Duration: Concentration, up to 1 hour
- Components: V, S, M (the petrified eye of a newt)
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
Level 2 Spells
Misty Step (Conjuration)- [Fey Touched feat]
- Range: Self
- Casting time: 1 Bonus Action
- Duration: Instantaneous
- Components: V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Personality Traits
- I am utterly serene, even in the face of disaster.
- I often get lost in my own thoughts, becoming oblivious to my surroundings.
Ideals
- Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
Bonds
- Bones are the reminiscence that a creature has had a life, that's why I like to collect them.
Flaws
- Social norms are mostly unknown to me.
- I'm forgetful. Sometimes I can't remember even the simplest things.
Positive Traits
- Carefree
- Curious
- Wise
Negative Traits
- Apathetic
- Scatterbrained
- Lanky
Likes
- Wandering
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- Collecting bones
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- Plants (obviously)
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Dislikes
- dislike
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Goals
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Fears
- fear
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Trivia
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Backstory
Trivia of home & culture
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