Horus
Horus
Sheet
AC 17 · HP 89 · 55 ft.Saving throws
Skills
- AcrobaticsDEX
- HistoryINT
- InsightWIS
- ReligionWIS
- StealthDEX
Weapons
Tools
Languages
Features
34 featuresBonus action
- Flurry of Blows
When Bonus Action
As a Bonus Action, Horus spends 1 Focus Point to make two Unarmed Strikes.
- Patient Defense
When Bonus Action
As a Bonus Action, Horus can take the Disengage action. Alternatively, he can spend 1 Focus Point to Disengage and Dodge as a Bonus Action.
- Step of the Wind
When Bonus Action
As a Bonus Action, Horus can take the Dash action. Alternatively, he can spend 1 Focus Point to Disengage and Dash as a Bonus Action, and his jump distance is doubled for the turn.
- Martial ArtsLevel 1
Horus is trained in martial arts that use Unarmed Strikes and Monk weapons, simple melee weapons and light martial melee weapons. He can make an Unarmed Strike as a Bonus Action, use his Dexterity instead of Strength for Monk weapon and Unarmed Strike attacks and damage, and roll his Martial Arts damage die in place of normal damage.
Always on
- Deflect AttacksLevel 3
When Reaction
When an attack hits Horus, he can use his Reaction to reduce the damage by 1d10 + Dexterity modifier + Monk level. If reduced to 0, he can spend 1 Focus Point to redirect the force.
- Open Hand Technique
When On hit with Flurry of Blows
When Horus hits with an attack granted by Flurry of Blows, he can make the target unable to make Opportunity Attacks, push it up to 15 feet away on a failed Strength save, or knock it Prone on a failed Dexterity save.
- Quivering Palm
When On hit with Unarmed Strike
When Horus hits with an Unarmed Strike, he can spend 4 Focus Points to set lethal vibrations in the target. Later, he can end them to force a Constitution save or deal 10d12 Force damage on a failure, half on a success.
- Unarmored DefenseLevel 1
While unarmored and not wielding a Shield, Horus adds his Dexterity and Wisdom modifiers to his Armor Class.
- Monk’s FocusLevel 2
Horus has 17 Focus Points, which he can spend to fuel monk features. He knows Flurry of Blows, Patient Defense, and Step of the Wind. His Focus save DC is 16.
- Focus RecoveryLevel 2
Horus regains all expended Focus Points when he finishes a Short or Long Rest.
- Uncanny MetabolismLevel 2
When rolling Initiative, Horus can regain all expended Focus Points and also regain Hit Points equal to his Monk level plus the number rolled on his Martial Arts die. He can do this once per Long Rest.
- Monk SubclassLevel 3
Horus gains a Monk subclass. He chose Warrior of the Open Hand.
- Ability Score ImprovementLevel 4
Horus gains the Ability Score Improvement feat or another feat for which he qualifies.
- Slow FallLevel 4
Horus can reduce fall damage by five times his Monk level when he uses his Reaction as he falls.
- Extra AttackLevel 5
Horus can attack twice instead of once whenever he takes the Attack action.
- Stunning StrikeLevel 5
Once per turn when Horus hits with a Monk weapon or Unarmed Strike, he can spend 1 Focus Point to attempt a Stunning Strike. On a failed Constitution save, the target is Stunned until the start of his next turn. On a success, the target’s Speed is halved until the start of his next turn and the next attack roll against it before then has Advantage.
- Empowered StrikesLevel 6
Horus’s Unarmed Strikes can deal Force damage instead of their normal damage type.
- Ability Score ImprovementLevel 8
Horus gains the Ability Score Improvement feat or another feat for which he qualifies.
- Acrobatic MovementLevel 9
While unarmored and not wielding a Shield, Horus can move along vertical surfaces and across liquids on his turn without falling during the movement.
- Heightened FocusLevel 10
Flurry of Blows now lets Horus make three Unarmed Strikes instead of two. Patient Defense grants temporary hit points equal to two rolls of his Martial Arts die. Step of the Wind can also move a willing Large-or-smaller creature within 5 feet with him.
- Self-RestorationLevel 10
At the end of each of his turns, Horus can end the Charmed, Frightened, or Poisoned condition on himself. Forgoing food and drink does not cause him to gain Exhaustion.
- Subclass FeatureLevel 11
Horus gains a subclass feature from Warrior of the Open Hand.
- Ability Score ImprovementLevel 12
Horus gains the Ability Score Improvement feat or another feat for which he qualifies.
- Deflect EnergyLevel 13
Horus’s Deflect Attacks feature can now reduce damage from any damage type, not just Bludgeoning, Piercing, or Slashing.
- Disciplined SurvivorLevel 14
Horus gains proficiency in all saving throws. If he fails a save, he can spend 1 Focus Point to reroll it and must use the new roll.
- Perfect FocusLevel 15
When Horus rolls Initiative and does not use Uncanny Metabolism, he regains expended Focus Points until he has 4 if he has 3 or fewer.
- Ability Score ImprovementLevel 16
Horus gains the Ability Score Improvement feat or another feat for which he qualifies.
- Subclass FeatureLevel 17
Horus gains a subclass feature from Warrior of the Open Hand.
- TraitTortleClaws
- TraitTortleHold Breath
- TraitTortleNatural Armor
- TraitTortleNature's Intuition
- TraitTortleShell Defense
- Magic Initiate (Cleric)Acolyte
Magic Initiate (Cleric). Horus learned a small measure of divine magic through years of temple service. He knows Guidance and Spare the Dying as cantrips, and can cast Healing Word once with this feat. His temple training also left him fluent in rites, prayers, and the practical care of the needy.
Spells
3 spellsSpellcasting. Horus casts with Wisdom (spell save DC 16, to hit with spell attacks).
Cantrips (at will): ,
1st level:
Gear
9 itemsWeapons
- SpearA ceremonial spear kept from his earliest temple training.
- 5×DaggerBalanced throwing daggers hidden in his pack and sleeves.
Tools
- Calligrapher's SuppliesCalligrapher's Supplies, used to copy prayers and maintain temple records.
Gear
- Book of prayersTemple prayer book used for recitation and instruction.
- Holy symbolA neatly wrapped holy symbol of Horus's faith.
- 10×ParchmentSheets of parchment for notes, errands, and copied prayers.
- RobePlain temple robe suited to an acolyte.
- Explorer's PackExplorer's pack containing travel necessities.
Purse
- 19×Gold PiecesStarting coins from class and background choices.
Appearance
An elderly tortle with a weathered olive shell, a massive pale scar running diagonally across it like a lightning strike, and a faintly hunched posture that makes him seem frail at first glance. His limbs are ropey and lean from decades of discipline, his face lined and kindly, with bright, sharp eyes that miss nothing. He wears simple temple robes cut for mobility, carries prayer beads wrapped around one wrist, and moves with the unhurried confidence of someone who knows exactly how dangerous he really is.
Mannerisms
He speaks slowly on purpose, letting silence do half the work, then lands a dry remark at exactly the wrong moment for his enemies. He taps the scar on his shell when he is thinking, folds his hands in prayer before he strikes, and instinctively positions himself between danger and the smallest person in the room. Around children he becomes unexpectedly gentle, though he still lectures them like an old schoolmaster with a wicked sense of humor.
Personality
Patient, sardonic, and fiercely compassionate, Horus acts like a harmless relic until someone threatens the vulnerable. He enjoys skewering arrogance with jokes, but he is never cruel to the helpless. He believes discipline is kindness, laughter is armor, and a good plan is worth more than a flashy miracle.
Ideals
Mercy with teeth. The weak deserve protection, but mercy should never become permission for cruelty to continue.
Bonds
He keeps a battered ledger of every orphan, runaway, and hungry child he has ever helped, and he treats those names like sacred vows. He still sends offerings to the temple that raised him, even though he left it behind, and he will cross kingdoms to protect anyone who reminds him of the children he could not save during the raid.
Flaws
He cannot resist needling pompous priests, corrupt nobles, or overconfident warriors, even when silence would be wiser. His habit of taking in strays can become reckless, because once he decides someone is one of his children, he will protect them first and ask questions later. He also hides pain behind jokes, and when his scar starts aching he becomes stubbornly secretive instead of admitting he needs help.
Quirks
Background
Horus was hatched in a quiet shrine built where pilgrims crossed a river road, and from the beginning he showed the solemn patience of a tortle and the troublesome curiosity of a street rat. He spent his first years sweeping temple floors, carrying water, and memorizing prayers from cracked books that smelled of incense and rain. The priests expected him to become a meek attendant. Instead, he became the one who listened to the poor, scolded the arrogant, and slipped extra bread to anyone who looked hungry enough to cry over it. When raiders burned the shrine, Horus survived by reflex, not faith. The attack left a hideous scar across his shell and convinced him that piety without skill was only a prettier kind of helplessness. He vanished for years into the cities and riverways, studying under brawlers, dockside philosophers, and reclusive masters who taught him to turn his slow, deliberate body into a weapon no one saw coming. Now he returns to civilization as a supposedly crippled old turtle, limping into danger with a cane or a prayer on his lips, then shattering injustice with impossible speed. He takes in street orphans whenever he can, feeding them, teaching them discipline, and pretending not to notice when they start copying his sarcasm.
“He spent his first years sweeping temple floors, carrying water, and memorizing prayers from cracked books that smelled of incense and rain.”
- Background
- Acolyte
Connections
Species
Tortle
Media
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