Walter Oñate
Walter Oñate
Sheet
AC 10 · HP 103 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
40 featuresAction
- 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 taking the Attack action on your turn
Make three Unarmed Strikes as a Bonus Action after taking the Attack action, spending 1 Focus Point.
- Step of the Wind
When As a Bonus Action
Spend 1 Focus Point to Disengage and Dash as a Bonus Action, and double your jump distance for the turn.
- Patient Defense
When As a Bonus Action
Spend 1 Focus Point to take the Dodge action as a Bonus Action.
- Martial ArtsLevel 1
You gain Martial Arts, allowing you to use Dexterity instead of Strength for Monk weapons and unarmed strikes, make an unarmed strike as a Bonus Action after attacking with an unarmed strike or Monk weapon, and use a d12 Martial Arts die at this level.
- Warrior of the Open Hand TechniquesLevel 6
Your Open Hand Technique improves. When a creature fails its saving throw against your Flurry of Blows technique, you can impose the Push, Topple, or Addle effect, and your Wholeness of Body technique lets you restore hit points as a Bonus Action.
- Stillness of MindLevel 7
You can use a Bonus Action to end one effect on yourself causing the Charmed or Frightened condition.
- Wholeness of BodyLevel 11
You gain the Wholeness of Body technique. As a Bonus Action, you can spend Focus Points to restore hit points to yourself, up to a total equal to three times your Monk level per Long Rest.
- Body and MindLevel 20
You gain Body and Mind. Whenever you use Flurry of Blows, you can make one additional Unarmed Strike as part of that Bonus Action, and your Strength and Dexterity scores increase by 4, to a maximum of 25. Because this character's final scores are fixed at 10 by the requested profile, the displayed ability scores do not apply this optional increase.
Reaction
- Deflect AttacksLevel 3
When you take damage from a ranged attack, you can use your Reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can spend 1 Focus Point to redirect the energy as part of the same Reaction.
- Slow FallLevel 4
When you take damage from a fall, you can use your Reaction to reduce the damage by five times your Monk level.
Always on
- Taito Groundbreak
When When a creature fails a Flurry of Blows saving throw
When a creature fails its save against Flurry of Blows, push it, knock it prone, or impose Disadvantage on its next attack.
- Direwolf Quivering Palm
When When you hit a creature with an Unarmed Strike
After hitting with an Unarmed Strike, spend 3 Focus Points to create a Quivering Palm vibration that can later erupt in devastating internal force.
- Unarmored DefenseLevel 1
While not wearing armor or wielding a Shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
- Uncanny MetabolismLevel 2
You can regain Focus Points by using Uncanny Metabolism once per Long Rest, restoring all expended Focus Points and regaining hit points equal to your Monk level. Your Focus Points are otherwise restored when you finish a Short or Long Rest.
- Monk's FocusLevel 2
You have 20 Focus Points. Your Focus abilities include Flurry of Blows, Patient Defense, Step of the Wind, and other subclass techniques.
- Unarmored MovementLevel 2
Your Unarmored Movement increases your Speed by 30 feet while you are not wearing armor or wielding a Shield. Your Speed is 60 feet.
- Warrior of the Open HandLevel 3
You gain the Warrior of the Open Hand techniques of Open Hand Technique and Fleet Step. Your unarmed strikes can manipulate an enemy's balance, movement, and reactions through precise pressure and shockwave-like impact.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Stunning StrikeLevel 5
When you hit with a Monk weapon or an Unarmed Strike, you can spend 1 Focus Point to force the target to make a Constitution saving throw. On a failed save, the target is Stunned until the end of your next turn. On a successful save, its Speed is halved and it has Disadvantage on the next attack roll it makes before the end of its next turn.
- Empowered StrikesLevel 6
Your Unarmed Strikes and Monk weapons count as magical for overcoming resistance and immunity to nonmagical damage.
- 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 do not gain this benefit if you are Incapacitated.
- Ability Score ImprovementLevel 8
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Acrobatic MovementLevel 9
You gain the ability to move across vertical surfaces and across liquids during your turn without falling during the movement.
- Heightened FocusLevel 10
Your Focus abilities improve. Flurry of Blows allows three Unarmed Strikes, Patient Defense allows you to disengage and gain a better defensive posture, and Step of the Wind allows you to Dash and Disengage with extraordinary mobility.
- Self-RestorationLevel 10
At the end of each of your turns, you can end one condition on yourself, and you no longer need food or drink.
- Ability Score ImprovementLevel 12
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Deflect EnergyLevel 13
When you use Deflect Attacks, you can reduce damage from effects that deal Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage.
- Disciplined SurvivorLevel 14
You gain proficiency in all saving throws. Whenever you fail a saving throw, you can spend 1 Focus Point to reroll it, and you must use the new roll.
- Perfect FocusLevel 15
When you roll Initiative and have 3 or fewer Focus Points, you regain Focus Points until you have 4.
- Ability Score ImprovementLevel 16
You gain the Ability Score Improvement feat or another feat for which you qualify.
- Quivering PalmLevel 17
You gain the Quivering Palm technique. When you hit a creature with an Unarmed Strike, you can create a deadly vibration within it, later ending the vibration to deal massive Force damage or force a Constitution saving throw against death.
- Superior DefenseLevel 18
You gain Resistance to all damage except Force damage.
- Epic BoonLevel 19
You gain an Epic Boon feat for which you qualify. Your chosen boon is Boon of Irresistible Offense, allowing your attacks to overcome resistance and deal extra damage when you roll high on an attack roll.
- ResourcefulHumanWhen you fail a D20 Test, you can give yourself Heroic Inspiration a limited number of times per Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice, chosen here as Perception.
- VersatileHumanYou gain an Origin feat of your choice, chosen here as Tough.
- Extra LanguageHumanYou know one additional language, chosen here as Orc.
- Heroic InspirationHumanYou can expend Heroic Inspiration to reroll a die immediately after rolling it, using the new roll.
- Military RankSoldier
You can identify the insignia, hierarchy, and customs of military organizations, and you can find basic shelter and aid among soldiers and veterans who recognize your service. You also gain the Savage Attacker Origin feat.
Spells
Spellcasting. Walter Oñate casts with Wisdom ( to hit with spell attacks).
Gear
9 itemsWeapons
- SpearA simple black spear modified with a weighted stone butt, used as both a Monk weapon and a walking staff.
- 4×JavelinBalanced javelins issued during military service.
- Light CrossbowA light crossbow with a military quiver.
Tools
- Gaming SetA set of weighted bone tiles used for military strategy games.
Gear
- 20×Crossbow BoltBolts for the light crossbow.
- Explorer's PackA compact field kit containing bedroll, mess kit, tinderbox, waterskin, rope, and basic travel supplies.
- Healer's KitA kit containing bandages, splints, salves, and battlefield needles.
- Tailored Black SuitA formal black suit with white edging, worn over an unbuttoned white shirt.
Purse
- 24×Gold PiecesA pouch of military pay and saved prize money.
Appearance
Walter The Direwolf is a towering human, standing 2.3 meters tall with a broad, powerfully built frame. His short red hair is kept practical, while a scruffy beard softens an otherwise severe face. Small round glasses rest low on his nose, giving him the distracted appearance of a patient scholar until he moves. He wears a sharply tailored black suit with white edging, an unbuttoned shirt exposing his muscular chest, and polished black shoes designed for balance rather than comfort. He occupies space without seeming to notice it. In conversation, he stands perfectly still, but when he begins walking, each step is measured and heavy enough to make people instinctively move aside.
Mannerisms
Walter adjusts his small round glasses before delivering a serious statement, even when they are already perfectly positioned. He counts his footsteps in groups of four, pauses before sitting to judge whether the chair can bear him, and bows slightly to bridges, staircases, and old stone foundations.
Personality
Walter is gentle, formal, and unexpectedly considerate. He speaks in a low voice, never interrupts, and offers practical help before emotional reassurance. His calm is not passivity. It is the deliberate restraint of someone who knows exactly how much damage he could cause. He enjoys repairing cheap objects because their imperfections require more care than expensive ones.
Ideals
Control is not suppression. True discipline is the ability to possess overwhelming force and choose the smallest action that solves the problem.
Bonds
He carries a cracked black stone from the mountain garrison where his first unit was buried. He intends to rebuild the garrison as a school where soldiers, miners, and children can learn discipline without being taught hatred.
Flaws
Walter treats every disagreement as a test of structure, and he has difficulty admitting when instinct, rather than careful reasoning, saved him. He is also so physically confident that he forgets how fragile ordinary furniture, doorframes, and friendships can be around him.
Quirks
Background
Walter was born into a family of human quarry workers on the edge of a mountain garrison. As a boy, he learned that strength was not merely the ability to lift stone, but the discipline to place it exactly where it belonged. He enlisted young, serving as a silent line-breaker and carrying messages through battlefields where ordinary runners could not survive. His height made him conspicuous, yet his calm footwork allowed him to cross rubble, ice, and collapsing ground with uncanny control. During one disastrous siege, Walter discovered that a perfectly timed strike against the bedrock could throw an enemy formation off balance without killing anyone. The soldiers called the technique the Direwolf Step, because the ground seemed to lunge before he did.
“As a boy, he learned that strength was not merely the ability to lift stone, but the discipline to place it exactly where it belonged.”
- Background
- Soldier
Connections
Species
Human
Media
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