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Gen Con – D&D Adventurers League – OOSH – Level 1 to 3

During the Gen Con for D&D Adventurers League All-Access Pass games I played with my Air Genasi Monk character Oosh.

So, at Gen Con, our group started with the adventure DDEX 2-16 Boltsmelter’s Book. It’s an adventure from the 2nd Season of D&D Adventurers League. Here’s the adventure blurb:

DDEX2-16 Boltsmelter‘s Book

A dwarven expedition has stopped in Mulmaster for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some “no questions asked” protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands?

Oosh performed really well, and there was an awesome Monk battle at the end.  He fought and defeated a Sacred Stone Monk. It was an awesome monk fight. He earned 1200 Experience points at the end of the adventure, which brought him up to level 3 very quickly. At level 2 he gained Ki, with uses of ki points toward Flurry of Blows, Patient Defense, and Step of Wind. He also gained Unarmored movement of +10 feet, and at level 3 he chose Way of the Open Hand for his Monastic Tradition. He also gained the Deflect Missiles Monk feature.

I noticed that Step of the Wind was a little lacking from the low strength, so bumped his Strength to 10 and lowered his Charisma to 8. [legal in AL until level 5]. So this is his character sheet for 3rd level, since he blew through level 2. I’ll let you peruse that, and create another article for his other 3 adventures at Gen Con 2015 and let you know, that I ended up with a very cool level 6 Monk!


OOSHtumblr_nkzz05tWMc1s1ulbso1_r1_1280

3rd-level Air Genasi Monk

Medium Male Humanoid (Genasi)
Armor Class
 15 (unarmored defense)
Hit Points 10 + 7 (5+2) + 7 (5+2) = 24
Ki 2+1 = 3
Ki save DC
8 + 2 + 2 = 12
Deflect Missile damage d10+3+3

Speed 30 ft. (unarmored 40ft)
Sense Normal, passive Perception 14
Str 10 (0)  Dex 16 (+3)  Con 14 (+2)
Int 13 (+1)  Wis 14 (+2)  Cha 8 (-1)
Alignment Neutral
Languages Common, Primordial, Elvish
Experience Points 0 + 1200 XP = 1200 XP

RACIAL TRAITS

Air Genasi. As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Levitate. Casting Time: 1 action Range: 60 feet Components: V, S
Duration: Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn.
If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.

CLASS TRAITS

1st Level

Unarmored Defense
While wearing no armor and not wielding a shield, AC equals 10 + your Dexterity modifier + your Wisdom modifier. 10 + 3 + 2
That gives OOSH a 15 Armor Class.

Martial Arts (d4)
Oosh’s practice of martial arts gives him mastery of combat styles that use unarmed strikes and monk weapons  [shortswords and any simple melee weapons that don’t have the two-handed or heavy property]
Oosh gains these benefits while he is unarmed or wielding only monk weapons and isn’t wearing armor or wielding a shield:

  • Use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and monk weapons.
  • 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 (PHB Page 77)
  • 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.]

2nd Level

Ki
Oosh gained Ki for his 2nd level Monk feature. He can spend Ki points to fuel various ki features. And he started with 2 ki points, and it went up to 3 ki points at 3rd level. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind.
Learn more ki features as he gain levels in Monk. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of your expended ki back into himself. Oosh must spend at least 30 minutes of the rest meditating to regain ki points. Some of his ki features require the target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

                                         Ki save DC = 8 + proficiency bonus + Wisdom modifier

  • Flurry of Blows – 1 ki point
    Immediately after he takes the Attack action on his turn, make two unarmed strikes as a bonus action.
  • Patient Defense – 1 ki point
    Dodge action as a bonus action
  • Step of the Wind 1 ki point
    Disengage or Dash action as a bonus action on Oosh’s turn, and his jump distance is doubled for the turn.
    [And this allowed Oosh to only have a long jump 16 feet because of his 8 strength. So bumped it up to 20 feet with a 10 Strength.]

Unarmored Movement
Oosh’s unarmored speed increased by 10 feet to 40 feet. And will go up at specific levels

3rd Level

Deflect Missiles
Oosh is able to use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier (+3) + your monk level (3). 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.
When Oosh catches a missile, he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction. [To Hit + 5 at 3rd level]

Monastic Tradition – Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

Manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

FEATS

None

BACKGROUND – Hermit

Feature Discovery, Life of Seclusion: “I was searching for spiritual enlightenment.”

PERSONAL CHARACTERISTICS

Traits:  “I feel tremendous empathy for all who suffer.”
“I connect everything that happens to me to a grand cosmic plan”

Ideal: Self-Knowledge “If you know yourself, there’s nothing left to know

Bond: “My isolation gave me great insight into a great evil that only I can destroy.”

Flaw: “I like to keep secrets and won’t share them with anyone.”

COMBINED CHARACTERISTICS

SKILLS

Level 3 Proficiency (+2)

Acrobatics +5, Athletics +2, Stealth +5, Perception +4

Weapons Simple Weapons, Short swords
Armor None
Tools musical instrument – flute, Herbalism Kit
Saving Throws Strength, Dexterity

ACTIONS IN COMBAT

ATTACK ACTION

Quarterstaff: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 or 1d8 + 3 (versatile) bludgeoning damage. (Use 1 Ki to add flurry of blows)

Unarmed Strike:  +5 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 3 bludgeoning damage. (Use 1 Ki to add flurry of blows)

Darts (10). +5 to hit (finesse, thrown, range 20/60 ft.; one creature).
Hit:  1d4 + 3 piercing damage

CAST A SPELL

Levitate – (see details in Racial Traits above)
Concentration Spell for 10 minutes , Constitution Saving throw, DC 10 or 1/2 damage for each source of damage

DASH

Gain extra movement [that would mean additional 40feet of unarmored movement in 1 turn] (Could use 1 Ki to perform as Bonus Action)

DISENGAGE

Movement doesn’t provoke opportunity attacks (Could use 1 Ki to perform as Bonus Action)

DODGE

All attacks against you are at disadvantage (Could use 1 Ki to perform as Bonus Action)

HELP

Another creature gets advantage on skill checks, or first attack by friendly creature against another

HIDE

Make a Dexterity(Stealth) check to attempt to hide

READY

Take one of these actions and make it a reaction with a logical trigger. Turn order is not changed! Remember that you can only take 1 reaction per turn.

SEARCH

Try finding something, DM decides Wisdom(Perception) or Intelligence(Investigation) check.

USE AN OBJECT

Allows you to interact with an object. Normally other actions do this, but this allows you to interact with more than one object per turn. Like Oosh could play his flute, and then use martial arts as a bonus action to Punch someone in the face!

BONUS ACTIONS

Martial Arts
One unarmed strike as a bonus action

Flurry of Blows
Two unarmed strikes AFTER an Attack action (Cost: 1 Ki)
If a creature is hit with Flurry of Blows, then see Open Hand technique above
[Choose one and DC12; Dex Save Fail = knocked prone, Str Save Fail =pushed 15 ft away, No reactions)

Patient Defense
Dodge action as a bonus action (Cost: 1 Ki)

Step of the Wind
Disengage or Dash (Cost: 1 Ki)

REACTIONS

Attack of Opportunity
One Melee attack, so Quarterstaff, or Unarmed attack (see above)

Deflect Missiles
Damage reduction by 1d10+6 (see above)

EQUIPMENT

Quarterstaff, an explorer’s pack, 10 darts, a scroll cast stuffed full of notes from your studies, a winter blanket, a set of common clothes, a herbalism kit, wooden flute, a multicolored stone disk(trinket),
54 gp. Gained the feature: Friends in Low Places


See any errors? Or as I like to call them, Misprints. Let me know

Later Skaterz!

Michael@tribality.com