Medium Humanoid (Kenku), Chaotic Neutral
Armor Class 16
Hit Points 44 (3d8)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +7, WIS +6
Senses Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Racial Features:

Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

 Class Features.

Cosmic Points. You have 6 cosmic points per long rest.

Technique - Cosmic Infusion. When you hit with an unarmed strike or a cosmos strike you can spend 1 Cosmic Point, if you do, the attack deals additional damage equal to your wisdom modifier of the same type of the attack. Awaken: The extra damage lasts 1 minute.

Actions

Extra Attack. You can make two attacks in any combination of unarmed or cosmos strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Cosmos Strike. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 7 (1d6 + 4) radiant damage.

Unarmed Strike (Cosmic Infusion). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.

Cosmos Strike (Cosmic Infusion). Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 9 (1d6 + 6) radiant damage.

Technique - Telepathic Link. As an action, you can spend 1 Cosmic Point to stablish a telepathic connection with 3 willing creatures that lasts for 3 hours. Until the link ends, the targets can communicate telepathically through the bond whether or not they have a common language. Any linked creature can communicate with another within 1,000 feet of them.

Technique - Comet Strike. As an action, you can spend 2 Cosmic Points to move up to 25 feet in a straight line without triggering opportunity attacks. You can move through the space of any creature Huge or smaller. The first time you enter each creature’s space during this move, or move within 5 feet of a creature, you can make an unarmed strike against that creature, if you hit, that creature must succeed on a DC 14 Strength save or be knocked prone. Awaken: For the next minute, you can move up to 50 feet instead of 25 whenever you activate this technique and each creature you hit takes an additional 1d8 radiant damage.

Unarmed Strike (Awaken Comet Strike). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 8 (1d8) radiant damage.

Unarmed Strike (Awaken Comet Strike + Infusion). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 7) bludgeoning damage plus 8 (1d8) radiant damage.

Bonus Actions

Technique - Mantle of Stars. As a bonus action you can spend 1 Cosmic Point to gain 6 temporary hit points. Awaken: Attacks have disadvantage against you while you have temporary hit points from this technique.

Technique - Meteor Strike. As a bonus action, you can spend a Cosmic Points to make two additional unarmed strikes against a single target. Awaken: You can activate this technique on your next turn without spending a Cosmic Point.

Cardamne

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