"I chose this path, as you chose your own."
Summary:
Volt Steele was born in the slums of (insert town/city name) and abandoned by his unknown parents. He grew up as a thief for the entirety of his youth, and he stole and took what he needed to survive. While growing up, he traveled to whatever lands he could to earn coin and survive for years. Throughout these years of self-taught thievery, he gained experience in survival, knowing exactly where to look for goods (Investigation), how to properly sneak around for some B&E (Stealth), how to trick the cops into being some ‘poor and misfortuned boy who’s lost his way in life’ (Deception), and flexibility (Acrobatics). His main ‘forte’ during his life of crime was some classic breaking and entering, and considered pick-pocketing a “weak” challenge to his skills. For most of his life at this time, he’s lived as a Rogue. When he was 18, he was finally caught for his multitude of petty crimes after attempting to steal from a church of Baphomet. The Elder Priest of the church decided not to press charges and offered to take Volt in. Volt reluctantly accepted, he only accepted the offer as an easy way to a better lifestyle than what he was currently living under. Slowly, but throughout the years he began to change from his life of crime. He eventually chooses to become a Monk of Baphomet to refine his skills for helping others rather than himself. He also takes the opportunity to gain some new skills that would help his path as a Monk. He embraces his old life as a lesson and a fortune in life, and thanks his life of crime for his skills that he can now use to help others. He still has contacts in the criminal underworld he keeps in touch with, though these relationships have been shaky. While he is changed, he still has parts of his old criminal self within him. Recently, he has proved himself to the elders of his church as a worthy Monk, and he goes off on a journey in the name of Baphomet. He still uses his old contacts as a way to keep himself informed with what’s changed since his life of crime, and uses this intelligence gathering as a major assets in his journeys. The only reason he is still trusted by his old contacts and any new contacts is because he has gained the reputation of not detaining his old friends/mentors/contacts, and his reasoning for not detaining his old contacts is out of respect and thanks for the lessons they gave him in his past.
General
Religion:
Bahamet: The Dragon God of Good
Body
Lifestyle
RPG
Languages:
Common, Draconic, Elvish, Undercommon, Gnomish, & Dwarvish
Background:
Acolyte & Criminal
Proficiencies:
NP: Not Proficient
P: Proficient
E: Expertise
E DEX Acrobatics +6
NP WIS Animal Handling +2
NP INT Arcana +1
NP STR Athletics +0
P CHA Deception +2
NP INT History +1
P WIS Insight +4
NP CHA Intimidation +0
P INT Investigation +3
NP WIS Medicine +2
NP INT Nature +1
P WIS Perception +4
NP CHA Performance +0
NP CHA Persuasion +0
P INT Religion +3
NP DEX Sleight of Hand +2
P DEX Stealth +4
P WIS Survival +4
Equipment:
Shortsword
4 Daggers
Amulet of Baphomet
Backpack
Bedroll
Clothes
Rope (50ft)
Vestments
Waterskin
Feats and Traits:
=== Background Traits ===
Acolyte:
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Proficiencies: Perception & Insight
(Rogue) Criminal:
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld.
Criminal Contact-
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Proficiencies: Stealth, Survival, Acrobatics & Investigation
=== Racial Traits ===
Draconic Ancestry:
You gain a breath weapon and damage resistance with your chosen dragon type.
Blue- Lightning
Breath Weapon:
Once per short rest as an action, exhale destructive energy based on your Draconic Ancestry. Each creature in the area must make a DC 10 saving throw (type determined by your ancestry), taking 2d6 ([6th] 3d6, [11th] 4d6, [16th] 5d6) on a failed save, and half damage on a successful one. You exhale in a 5ft by 30ft line (DEX DC 10, half damage on success) for 2d6 Lightning Damage [6th] 3d6, [11th] 4d6, [16th] 5d6
1A per Short Rest
Damage Resistance:
You have resistance to the damage type associated with your draconic ancestry.
Lightning
=== Monk Features ===
Hit Points:
24 HP
Proficiencies: Acrobatics & Religion
Unarmored Defense:
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
AC- 14
Unarmed Strike:
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Custom