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Egan - AI-generated fantasy Character

Egan

Tortle · Monk (Warrior of the Open Hand) · Level 20 · Sage

Egan

Plain-spoken and attentive, Egan treats questions as invitations rather than interruptions.
AC17
HP162/162
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 162 · 60 ft.
AlignmentNeutral GoodGenderMaleAgeA weathered adult, about sixty years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

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

Tools

Calligrapher's Supplies

Languages

Common,
Draconic,
Dwarvish,
Elvish

Features

27 features

Action

  • Extra AttackLevel 5

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

Bonus action

  • Martial Arts sequence

    When Take the Attack action

    Make two attacks with a weapon or Unarmed Strike, and follow with an Unarmed Strike as a Bonus Action when eligible.

  • Flurry of Blows

    When After taking the Attack action

    Spend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

  • Step of the Wind

    When On your turn

    Spend 1 Focus Point to take the Disengage action as a Bonus Action and double your jump distance for the turn.

  • Patient Defense

    When On your turn

    Spend 1 Focus Point to take the Dodge action as a Bonus Action.

  • Martial ArtsLevel 1

    You gain proficiency in Strength and Dexterity saving throws, and choose two Monk skills, Acrobatics and Insight. Your Martial Arts die is a d12. While unarmored and not wielding a shield, you can use Dexterity instead of Strength for unarmed strikes and Monk weapons, and make an unarmed strike as a bonus action after attacking with them.

  • Wholeness of BodyLevel 6

    As a Bonus Action, regain hit points equal to three times your Monk level. Once used, this feature is unavailable until you finish a Long Rest.

  • Fleet StepLevel 11

    Immediately after taking the Attack action, you can spend 1 Focus Point to take the Dash action as a Bonus Action, and your jump distance is doubled for the turn.

  • Shell DefenseTortleAs an action, you can withdraw into your shell. Until you emerge as a Bonus Action, you have a +4 bonus to AC and advantage on Strength and Constitution saving throws, but your Speed is 0 and you have the Prone condition.

Reaction

  • Slow FallLevel 4

    When you take damage, you can use your reaction to reduce it by 1d10 + your Monk level. At level 20, this reduces damage by 1d10 + 20.

Always on

  • Quivering PalmLevel 17

    When Hit a creature with an Unarmed Strike

    Spend 4 Focus Points to establish lethal vibrations in a creature struck by an Unarmed Strike; later end them with an action for a Constitution save against instant defeat or 10d12 Force damage.

  • Unarmored DefenseLevel 1

    While not wearing armor or wielding a shield, your AC is 10 + Dexterity modifier + Wisdom modifier. The tortle's Natural Armor provides a higher AC of 17, so Egan uses that instead.

  • Monk's FocusLevel 2

    You have 20 Focus Points. Your Focus save DC is 14 (8 + proficiency bonus + Wisdom modifier). You can spend Focus Points on Flurry of Blows, Patient Defense, Step of the Wind, and other Monk features. You regain all expended points when you finish a Short or Long Rest.

  • Unarmored MovementLevel 2

    Your speed increases by 30 feet while you are not wearing armor or wielding a shield. You can run up vertical surfaces and across liquids during your turn without falling during the movement.

  • Deflect AttacksLevel 3

    You can deflect a ranged attack that hits you, reducing its damage by 1d10 + 20 + your Dexterity modifier. If reduced to 0, you can spend 1 Focus Point to redirect the attack.

  • Stunning StrikeLevel 5

    Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can spend 1 Focus Point to attempt a Stunning Strike. The target makes a Constitution save against your Focus save DC; on a failure it has the Stunned condition until the start of your next turn.

  • Empowered StrikesLevel 6

    Your Unarmed Strikes and Monk weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • EvasionLevel 7

    When you succeed on a Dexterity saving throw to take only half damage, you instead take no damage, and take only half damage on a failure.

  • Superior DefenseLevel 18

    You can spend 4 Focus Points to become invisible for 1 minute. You also gain resistance to all damage except Force damage for the duration.

  • Epic BoonLevel 19

    You gain an Epic Boon feat or another feat for which you qualify.

  • Body and MindLevel 20

    Your Dexterity and Wisdom scores increase by 4, to a maximum of 25. The supplied ability scores are treated as the character's final scores as requested, so those listed scores are retained here.

  • Open Hand TechniqueLevel 3

    When you use Flurry of Blows, you can impose one of these effects on each creature hit: it must succeed on a Dexterity save or be knocked prone, it must succeed on a Strength save or be pushed up to 15 feet away, or it can't take reactions until the end of your next turn.

  • Natural ArmorTortleYour shell provides a base AC of 17. You can use this AC calculation instead of any other AC calculation.
  • ClawsTortleYour claws are natural weapons that deal 1d6 Slashing damage on a hit.
  • Hold BreathTortleYou can hold your breath for up to 1 hour.
  • Survival InstinctTortleYou gain proficiency in the Survival skill.
  • ResearcherSage

    You can usually recall lore you have learned or identify where to seek it. When you fail to recall a piece of information, you often know a library, scribe, or other knowledgeable person who could help.

Gear

6 items

Weapons

  • Quarterstaff
    A practical staff used for travel and as a Monk weapon.
  • Dagger
    A simple close-combat weapon.

Gear

  • Scholar's Pack
    A scholar's pack with a backpack, book of lore, ink, pen, parchment, and other research necessities.
  • Traveling robe
    A serviceable but repeatedly mended robe, cut to fit around his shell.
  • Research notebook
    A compact record of copied notes and research, wrapped in oilcloth.

Purse

  • 8×
    Gold pieces
    Starting coin retained from the Sage background equipment choice.

Appearance

Egan is a broad, earth-brown tortle with a shell scored by years of careful use rather than battle. His patched travel robe hangs awkwardly around his shell, but a small cloth pouch at his belt is kept improbably neat. He has a square jaw and blunt, slightly uneven teeth; when he eats, he works slowly and deliberately, and his rare laugh shows them all at once. He carries a worn walking staff and looks at people with the patient attention of someone used to listening before answering.

Mannerisms

He taps two fingers against his shell when considering a question, then answers in a low, even voice. He pauses before names, as if checking how they ought to be written.

Personality

Plain-spoken and attentive, Egan treats questions as invitations rather than interruptions. He has a dry sense of humor and a soft spot for people who are trying to learn, though he can make a simple conversation feel like an examination.

Ideals

Knowledge is a tool, not a trophy. If learning cannot help someone make a better choice, it is only hoarding with nicer handwriting.

Bonds

He keeps Gerg's water-damaged notebook wrapped in oilcloth and has promised to return it, with its missing pages restored, to the family that once owned it. He also feels responsible for anyone sent away from a place of learning without an answer.

Flaws

When someone presents a confident explanation, Egan is too quick to look for the missing evidence and too slow to notice that they may simply need comfort. He will also risk his safety to correct a record he believes is wrong, even when nobody else cares.

Quirks

Keeps scraps of paper tucked into the shell straps of his robe, then forgets which pocket contains the answer he needs.
Counts steps in groups of seven when walking unfamiliar ground.
Refuses to throw away a broken writing tool until he has tried to repair it.

Background

Egan grew up beside the old drainage cuts at Kattag, where the last kiln workers had left behind a scatter of broken tiles and a roomful of damp books. He learned to read from a retired copyist called Gerg, who asked him to carry bundles between the scattered households in exchange for lessons. Egan's shell made him a steady porter, and his patience made him a useful student. He came to value what people recorded, but also what they left out: a name omitted from a register, a debt hidden in a margin, a warning passed by word of mouth.

“He learned to read from a retired copyist called Gerg, who asked him to carry bundles between the scattered households in exchange for lessons.”
From their backstory
Background
Sage

Connections

Species

Tortle

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