5E: Crack (Dwarf Monk)

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Talolan
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Realm: Neverwinter
House: Griffon

5E: Crack (Dwarf Monk)

Post by Talolan »

Image from Lord Tundrra.
Crack.png
Name: Crack Hammerhand
Race: Gold (Hill) Dwarf
Background:
Age: 113
Skin: White
Hair: Black
Eyes: Brown

Personality:
Alignment: Lawful Good

Personality Traits:
I feel tremendous empathy for all who suffer.

I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.

Ideal:
Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)

Bond:
Nothing is more important than the other members of my hermitage, order, or association.

Flaw:
I'd risk too much to uncover a lost bit of knowledge.

Story Notes:
The Order of the Sun Soul is widespread but their largest monastery is the Monastery of the Sun in Waterdeep. It was set up there because of its proximity to temples of Lathander, Selûne and Sune. The heads of these temples condemn the monastery as heretical due to the abbot Hanor Kichavo's belief that Amaunator had become a tri-partite deity and Lathander, Selûne and Sune were his aspects.

Basic Backstory:
Crack left his dwarven home in the East Rift at a young age. The surge in dwarven birthrate during the Year of Thunder had made the population too large for the capacity of the Deep Kingdom to support. Crack, never enamored with the underground, used this opportunity to leave the kingdom and join a nearby monastery to the Order of the Sun Soul, a monastic order originally founded on the worship of Amaunator.

Amaunator, as is taught by his priests, has died and been reborn many times. During one of the dark periods of his death, many, like Hanor Kichavo, believe that he came back as the three gods, Lathander, Selune, and Sune, and so the worshipers of those gods in the order far outnumber Amaunator.

Crack, during his time in at the monastery in meditation and study came to know, for certain, that Amaunator is not a tri-partite deity but is still whole and living. The gods Lathander, Selune, and Sune merely have common interests with him. He has traveled to Waterdeep to study further at the Monastery of the Sun, and try to bring the order back to Amaunator.


Character Information
- Crack is unusually joyous and jovial for a dwarf. He’s more like a halfling or gnome in demeanor.
- While Crack knows the deep truth about the nature of Amaunator, the order is more important to him than the nature of the deity. As long as the order keeps its way and continues to aid the poor, injured and wretched, he will not cause strife with in the order.
- While traveling, he will extol the virtues of Amaunator, beyond the simple bureaucratic aspects of the god involving the signing of contracts, and agreements.
- Because he was born and raised in the Deep Kingdom, he has a fierce dislike of duergar and drow, but has many positive and friendly interactions with deep gnomes, who don’t share the evil nature of their Underdark neighbors.
- Crack is trained in the use of Brewer’s supplies, Herbalism kits and Alchemist’s supplies. He loves foraging and collecting materials for the brewing of potions and beer.

Character Goals
- Bring the Order of the Sun Soul back to the worship of Amaunator, without causing too much internal strife.
- Open a tavern, and inn for weary travelers.

Character Secrets
-Crack is in love with Schnella Crystalfist.
-Schnella Crystalfist is in love with Crack, but he is completely oblivious to this fact.

Relationships
-There is animosity between Abbot Hanor Kichavo at the monastery in Waterdeep and Crack. But because of Crack’s easy going personality and demeanor, it hasn’t caused much trouble. Hanor honestly believes that he is correct about the nature of Amaunator, and Crack knows that Hanor is wrong. But, since Hanor isn’t doing anything that would harm the order, and is still using the order to help the needy, Crack hasn’t pushed the issue.
-Crack’s closest friend before he left the Deep Kingdom was a deep gnome named Schnella Crystalfist. She and Crack were close to the same age and played together as children. She didn’t leave the Deep Kingdom when Crack did, but they still trade letters regularly.
-Crack’s father Crag, has never forgiven Crack for choosing to leave the Deep Kingdom and forsake the old Dwarven ways. They haven’t spoken in almost 30 years.

Memories
-When he was still very young 7-10 years old. Crack was playing tag with Schnella on the outskirts of the kingdom. He tripped and fell on a rock and got a long gash down his left shin. It was quickly mended in town, but Crack’s father refused to let the Divine healers use their magic to remove the scar. “Ever scar a dwarf gains tells a story. This scar tells the story of the time you waste with your svirfneblin friend.” After leaving home Crack had the opportunity to have the scar removed many times through Divine healers, but he has chosen to keep it. When asked why, he said “Every scar a dwarf gains tells a story. This one tells the story of my best friend.” Sometimes when camping, or in times of quiet, he rubs his leg absentmindedly.
-When Crack undertook the journey from his monastery near the great rift to Waterdeep, he traveled with a mercenary company called the Zhentarim. At no point during the journey did he trust them. They seemed shady to him, and seemed to profit off the misfortune of others. He found himself regularly tending to common folk on the journey that we roughed up by Zhentarim at taverns and road houses. As this is the only mercenary company he has traveled with, he has a distrust of mercenaries as a whole.
-When he reached the city of Waterdeep he was truly amazed at the size of the buildings, and sheer number of people. He was also struck by the number of poor, homeless and downtrodden in the city. He ventures into the city every day to provide alms to the poor, and minister to those that will listen. On more than one occasion he has had to fight bullies, thieves and other brigands that the overtaxed city watch can’t handle.

Mechanics:
Class: Monk
Sub-class: Way of the Sun Soul
Ability Scores: STR (8), DEX (15), CON (16), INT (12), WIS (14), CHA (10) — Hill Dwarf Bonuses applied: +2 CON, +1 WIS
Skills: Medicine, Religion, Acrobatics, History
Languages: Common, Dwarvish, Gnomish
Tools: Brewer’s Supplies, Herbalism Kit, Alchemist’s supplies

Background Feature: Discovery
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 consigned you to exile, and hence the reason for your return to society. (Information is included in the backstory)

Starting Equipment:
-Quarterstaff
-Explorer’s Pack
-10 Darts
-Brewer’s Supplies, Herbalism Kit, Alchemist’s supplies
-A scrollcase stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit.

Level 1:
HP: 12 (8 + CON mod [3] + Dwarven Toughness [1])
Class Feature: Unarmored Defense
Class Feature: Martial Arts

Level 2:
HP: 21 (12 + 5 + 3 + 1)
Class Feature: Ki
Class Feature: Unarmored Movement

Level 3:
HP: 30 (21 + 5 + 3 + 1)
Monastic Tradition: Way of the Sun Soul
Class Feature: Deflect Missiles
Monastic Tradition Feature: Radiant Sun Bolt

Level 4:
HP: 39
Class Feature: Ability Score Increase - Feat: Athlete (+1 DEX to 16)
Class Feature: Slow Fall

Level 5:
HP: 48
Class Feature: Extra Attack
Class Feature: Stunning Strike

Level 6:
HP: 57
Class Feature: Ki-Empowered Strikes
Monastic Tradition Feature: Searing Arc Strike

Level 7:
HP: 66
Class Feature: Evasion
Class Feature: Stillness of Mind

Level 8:
HP: 76
Class Feature: Ability Score Increase - +2 DEX (18)

Level 9:
HP: 84
Class Feature: Unarmored Movement Improvement

Level 10:
HP: 93
Class Feature: Purity of Body

Level 11:
HP: 102
Monastic Tradition Feature: Searing Sunburst

Level 12:
HP: 111
Class Feature: Ability Score Increase - +2 DEX (20)

Level 13:
HP: 120
Class Feature: Tongue of the Sun and Moon

Level 14:
HP: 129
Class Feature: Diamond Soul

Level 15:
HP: 128
Class Feature: Timeless Body

Character Sheets:
Talolan
NOR/DK-NOMAD

“Fantasy is a necessary ingredient in living, it’s a way of looking at life through the wrong end of a telescope.” - Dr. Seuss
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