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Bran Dorr - AI-generated fantasy Character

Bran Dorr

Goliath · Monk (Warrior of the Open Hand) · Level 7 · Criminal

Bran Dorr

Bran is quiet, observant, and unexpectedly gentle with frightened people and small animals.
AC15
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 52 · 50 ft. unarmored, 60 ft. while Large
AlignmentNeutral GoodGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationWIS
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Martial weapons with the Light property,
Unarmed Strikes

Tools

Thieves' Tools,
Gaming Set,
Musical Instrument or Artisan's Tools of choice

Languages

Common,
Giant

Features

25 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • Flurry of Blows

    When After making an attack or as a Bonus Action

    Make two Unarmed Strikes as a Bonus Action after spending 1 Focus Point.

  • Patient Defense

    When Bonus Action

    Disengage and Dodge as a Bonus Action by spending 1 Focus Point, or Disengage for free.

  • Step of the Wind

    When Bonus Action

    Dash as a Bonus Action, or spend 1 Focus Point to Disengage, Dash, and double your jump distance.

  • Martial ArtsLevel 1

    You can use Dexterity instead of Strength for Unarmed Strikes and Monk weapons. Your Martial Arts die is 1d8. You can make an Unarmed Strike as a Bonus Action, and you can use Dexterity for Grapple and Shove attempts.

  • Monk's FocusLevel 2

    You gain Focus Points equal to your Monk level. You can spend them on Flurry of Blows, Patient Defense, and Step of the Wind. Flurry of Blows allows two Unarmed Strikes as a Bonus Action. Patient Defense lets you Disengage for free, or Disengage and Dodge for 1 Focus Point. Step of the Wind lets you Dash for free, or Disengage and Dash with doubled jump distance for 1 Focus Point.

  • Slow FallLevel 4

    When you use Step of the Wind, you can make a Dexterity-based Unarmed Strike as part of the same Bonus Action and can move across vertical surfaces and liquids during that turn without falling.

  • Giant Ancestry, Cloud's JauntGoliathteleport up to 30 feet as a Bonus Action, usable 3 times per Long Rest.
  • Large FormGoliathAs a Bonus Action, become Large for 10 minutes, gaining Advantage on Strength checks and increasing Speed by 10 feet, usable once per Long Rest.

Reaction

  • Turn the Key

    When When hit by Bludgeoning, Piercing, or Slashing damage

    Use Deflect Attacks to reduce incoming weapon damage, then redirect the force into a nearby foe.

  • Deflect AttacksLevel 3

    When you take Bludgeoning, Piercing, or Slashing damage, you can use your Reaction to reduce the damage by 1d10 + 3 + your Monk level. If this reduces the damage to 0, you can spend 1 Focus Point to redirect the remaining force with a Dexterity-based Unarmed Strike against a creature within 5 feet.

Always on

  • Quiet Entry

    When Your turn

    Strike with a spear or Unarmed Strike, then use Extra Attack and follow with a Focus technique or another Unarmed Strike.

  • Unarmored DefenseLevel 1

    While not wearing armor or wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • Unarmored MovementLevel 2

    Your Speed increases by 15 feet while you are not wearing armor or wielding a Shield.

  • Uncanny MetabolismLevel 2

    When you roll Initiative and have no Focus Points remaining, you regain 4 Focus Points. Once used, this benefit returns after a Long Rest.

  • Monk SubclassLevel 3

    You gain the Warrior of the Open Hand subclass.

  • Ability Score ImprovementLevel 4

    You gain a feat or other Ability Score Improvement permitted by the rules. The provided final ability scores already include all selected improvements.

  • Stunning StrikeLevel 5

    Once per turn when you hit with an Unarmed Strike, you can force the target to make a Constitution saving throw. On a failed save, the target is Stunned until the start of your next turn. On a success, its Speed is halved and it cannot take Reactions until the start of your next turn.

  • Empowered StrikesLevel 6

    Your Unarmed Strikes can deal Force damage instead of their normal Bludgeoning damage.

  • Open Hand TechniqueLevel 6

    When you use Flurry of Blows, you can impose one of these effects on one hit: addler the target's movement by 10 feet until the start of your next turn, push it up to 15 feet, or make it unable to take Reactions until the start of your next turn.

  • EvasionLevel 7

    When you make a Dexterity saving throw to take half damage from an effect, you instead take no damage on a success and half damage on a failure. You gain this benefit only while not Incapacitated.

  • Powerful BuildGoliathYou have Advantage on saving throws made to end the Grappled condition, and you count as one Size larger when determining carrying capacity.
  • Goliath SpeedGoliathYour walking Speed is 35 feet.
  • Goliath SizeGoliathMedium, typically 7 to 8 feet tall.
  • Criminal ContactCriminal

    You know how to find a place to hide, a safe house, or someone willing to provide discreet assistance. You can usually identify criminal contacts and communicate through signs, codes, and other underworld conventions.

Gear

8 items

Weapons

  • Spear
    A simple martial spear suitable for thrusting or throwing.
  • 5×
    Dagger
    Light blades useful in combat, thrown attacks, and practical tasks.

Tools

  • Thieves' Tools
    Thieves' tools used to pick locks and disable traps.
  • Gaming Set
    A set of loaded dice and marked gaming pieces from Bran's former criminal life.

Gear

  • Crowbar
    A heavy iron bar useful for forcing doors and crates.
  • Dark Clothes
    Dark, ordinary clothing designed to avoid notice in alleys and crowded streets.
  • Explorer's Pack
    A backpack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.

Purse

  • 27×
    Gold Pieces
    Money remaining from his criminal work and monk's travels.

Appearance

A powerfully built goliath standing just over seven feet tall, with slate-gray skin, a shaved head, and a narrow white scar crossing his left eyebrow. His hands are wrapped in faded red cloth, and small iron rings hang from one ear. He wears practical dark travel clothes beneath a sleeveless monk's vest, with a weathered belt carrying lockpicks, daggers, and a collapsible crowbar.

Mannerisms

Bran pauses before entering any room, silently counting exits and windows. When thinking, he rolls a dagger across his knuckles without looking at it. He speaks in a low, careful voice that contrasts sharply with his size.

Personality

Bran is quiet, observant, and unexpectedly gentle with frightened people and small animals. He has a dry sense of humor, takes promises literally, and prefers solving problems through preparation rather than bravado. He is fascinated by locks, hinges, and mechanisms, often studying them with the same concentration he gives to meditation.

Ideals

Discipline. Strength without restraint is only another form of cowardice. I will master myself before I try to master anything else.

Bonds

He owes his life to the monastery that taught him discipline, and he will protect its students from the criminal syndicate that wants to reclaim him.

Flaws

He assumes every kindness has a hidden price, and when frightened or ashamed he becomes controlling, secretive, and impossible to reassure.

Quirks

Names every lock he opens, usually after a mountain or river.
Leaves a single copper coin near any door he enters without permission.
Cannot resist repairing loose hinges, broken buckles, or crooked shelves.
Whistles three low notes before attempting anything dangerous.

Background

Bran Dorr was born among a highland goliath clan that measured worth by endurance, honesty, and the ability to carry more than one thought at a time. He had the first two, but not the third. Bran was too curious about the lowland cities where merchants lied with polished smiles and thieves treated locked doors as invitations. After a clan dispute ended with him taking the blame for a cousin's crime, he left rather than let the clan fracture around him. In the city of Dunmire, Bran found work as a hired muscle, then as a lookout, and finally as the quiet hand who opened doors no one else could. A failed burglary left him trapped beneath a magistrate's estate, where he discovered an old monastery being used as a hideout by criminals and monks alike. The monastery's master saw that Bran's strength was not the problem. His lack of patience was. Training turned his enormous frame into something startlingly precise, teaching him to listen through walls, move without shaking floorboards, and strike only when the moment was right. Bran eventually abandoned the gang that recruited him, but he still carries the names of people he could not save. He adventures now to dismantle the criminal network from within, one debt, secret, and locked door at a time.

“Bran was too curious about the lowland cities where merchants lied with polished smiles and thieves treated locked doors as invitations.”
From their backstory
Background
Criminal

Connections

Species

Goliath

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