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#sun soul monk
foxxology · 2 months
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DnD Themed Valentine's cards I made for the Hearts and Crafts charity event!
Happy Valentine's Day!
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fishsticxz-art · 1 year
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screenies of the boy
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king-bito · 5 months
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Meet Shu, my new campaign character for the desert themed 5e d&d. Shu is a non binary Air Genasi with a fickle personality, they struggle to uphold their teachings as a Sun Soul Monk when faced with ass holes who deserve to be punched in the face!
Tbh? Mood.
I'm excited to bring a less angsty character to the party and really challenge the groups sombre dynamics with this family loving air head with a billion siblings, 3 parents and a knack for finding trouble.
I just have to wait another week and a half for the next game...
Artbyme <3
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kattenkvvaad · 9 months
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A stained glass sand genasi monk for someone in the CharacterDrawing discord
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so much has happened to him since I last drew his reference -fought a magic flaming skull (hence the new burns) -almost boiled alive  -gave his boyfriend a promise ring -bonded with a cult leader  -met god   -he’s a cleric now too! 
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sessenaa · 1 year
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Made another hades sprite thanks to @trucbiduleschouettes who suggested that Elio would look great in the style and I gotta agree with them.
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gummi-wurm · 1 year
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some serious honkers. a real set of badonkers. packin some dobonhonkeros. massive dohoonkabhankoloos. big old tonhongerekoogers-
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pyxinavis · 2 years
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Some Aimee content cus I got to play her in a oneshot and I was learning how to use Procreate haha. Especially wanted to give a go at making a token for her :)
She’s my Sun Soul Monk and a real sweetie
× No Usage, repost, or faceclaiming please.
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euphorichumanart · 1 year
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Here's the third player-character I made a character design for from my D&D campaign! This is Alizeh Bévahl, and she's a Sun-Soul Monk / Shadow Sorcerer (a very interesting combination). 👀 🖤
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demifiendcruithne · 2 years
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name: Venne il-Matar
race: Elf (Pallid)
class: Monk (Sun Soul)
characterisation: A kindly former teacher with a strong sense of justice. After the children she taught grew up and left as adventurers, she decided to travel, hoping she’d run into a former student to see how far they’ve come. This, of course, lead to her becoming an adventurer herself. While she naturally gravitates to jobs that involve rescuing people in some way (from saving them from monsters, to nursing back to health, to giving someone the motivation to keep going), she can’t help but be curious about exploring old ruins and such. Often, particularly when a hyperfocus comes into play, she will spend an hour or so infodumping about this or that interesting thing - whether the rest of the party are listening or not. This occasionally leads to being noticed due to using her lit staff as a pointing device... She tries to stay strong even when hurt, not wanting to burden her party (who she sees as new students) with worry for her well-being. If supplies are low, she will go without if needed; if morale is low, she will boost it however she can. Her worst fear is that her students will lose faith in her and her teaching, and that the foundations they built themselves on will crumble.
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inspiration: Ampharos we got another underappreciated mon here! it’s definitely an interesting combo: pallid elf was a pretty easy one, given free access to light, but class was a lot more difficult. there’s only so many subclasses focused around lightning/thunder, and if I force one of those for every electric-type I’ll get repeats pretty quickly. besides, Ampharos to me would gravitate more to radiant than either of those. except for the access to burning hands, everything from the subclass fits extremely well imo - and well, Ampharos DOES get fire punch (by level, even!) I just see the idea of an Ampharos yeeting beams of light from its tail (or in this case, the staff) as working very nicely. for other monk features, Ampharos admittedly doesn’t relate to many, but hey, it’s inspiration rather than direct translation :v while some of them are more direct (looking at you, Marowak) the point is just using it as a base to work from, so. as for personality I’ve seen Ampharos as a source of kindness since literally gen 2, so... to the point where my otherwise-purely-legendary-hybrid Mewtwo upgrade OC I made as a coping mechanism had Ampharos DNA added for kindness. (and cool orbs!) my headcanon is that when she was younger she had Extremely long fluffy hair and as she grew she started to prefer shorter and shorter, to match the evo line
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share link: https://www.heroforge.com/load_config%3D29605183/
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catishcat · 5 months
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my girl is omega cringe
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nerdythebard · 11 months
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#57: Yang Xiao Long [RWBY]
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[Art Credit: izumi_sai] ---
Let me explain:
The request to build a D&D version of everybody's favourite punny brawling bombshell, Yang Xiao Long, came from an anonymous reader as the most recent one. However, I have decided to make this a priority since the requestor mentioned they have a campaign coming and they wish to play as the iconic character from RWBY. If I'm too late, I am so sorry... but I will at least go out with a Yang! ...Eh? Eh?
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Next Time: Back to our regularly scheduled program with Doctor Liao and the origins of Skynet!
Now then, let's see what we need to past this Hunter exam!
One Punch Gal: Yang is a master of hand-to-hand combat, but she's also quite proficient with her gauntlet guns, the Ember Celica, to attack enemies at a distance... with her fists.
Uno Reverse Hulk: Yang absorbs the kinetic energy from attacks directed at her (but keeps the pain) to reinforce her own attacks and protections.
One Woman Army: Early on, Yang's battle tactics were simple: walk in and own everything and everyone. As the problems in the world of RWBY evolved, so did her approach to resolving fights, but she still remains the strongest member of the team and its chief frontliner.
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As far as we know, Yang is a human; we will, however, use the Aasimar from Mordenkainen's Monsters of the Multiverse to represent her ability to use Aura and Semblance. We get a +2 and a +1 to two abilities of our choice (Constitution and Strength respectively), speed of 30 feet, Celestial Resistance to radiant and necrotic damage, Healing Hands ability that allows us to, once per long rest, heal a number of Hit Points equal to [our proficiency bonus]d4, and the Light cantrip.
Yang is a rather famous Huntress, known for her physical prowess, so we're gonna give her the Athlete background. We gain proficiencies in Acrobatics and Athletics, one language of our choice, proficiency with land vehicles (which means we can get our Bumblebee before we get the... other Bumblebee) and the Echoes of Victory feature; whenever we arrive at a new location, there is a 50/50 chance we will find a fan of ours, who is willing to share information or provide a shelter.
ABILITY SCORES
Strength will be our primary focus; we need to be able to effectively punch anything ranging from random bar thugs to giant nightmare werewolves. Constitution will be next, the other half of being the frontliner is the ability to take a hit. Dexterity is after that, Yang learns to evade and position herself a bit later in her career; plus, we need to take care of the physical stats first.
Charisma is next, her puns may be awful but Yang herself is rather charming (and quite intimidating when she needs to be). Wisdom will be on the lower end, because she still gets a good advice every now and then, and we're dumping Intelligence.
CLASS
Level 1 - Barbarian: Let's start with a solid base. Barbarians get d12 as their Hit Dice, [12 + our Constitution modifier] initial Hit Points, proficiencies in light armour, medium armour, shields, simple weapons, and martial weapons. Yang does not wear armour, and we will not use weapons (but we still are gonna get the Ember Celica, trus me) but can grab something simple just in case. Our saving throws are Strength and Constitution, and we get to pick two class skills from the list (Intimidation and Perception).
Barbarians start with their signature ability, Rage. As a bonus action, we enter a state of furious, gaining the following benefits provided we do not wear a heavy armour:
Advantage on Strength-related checks and saving throws
A +2 bonus to damage rolls of our Strength-based melee weapon attacks
Resistance to bludgeoning, piercing, and slashing damage
While raging we cannot cast spells or concentrate on them. Rage lasts for 1 minute or until we're knocked unconscious. It also ends if we do not attack/take damage from a hostile create for one turn.
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We also gain Unarmoured Defense. When unarmoured, our AC equals [10 + our Dexterity modifier + our Constitution modifier]. We can still use a shield and gain this benefit.
Level 2 - Barbarian: We awaken our Danger Sense. If we're not blinded, deafened, or incapacitated, we gain an advantage on Dexterity saving throws against effects we can see, such as traps or spells. We also learn how to make a Reckless Attack; when we attack for the first time, we can declare it reckless and gain an advantage on melee weapon attacks for that turn. Unfortunately, all enemies have an advantage on attacks made against us for that time.
Level 3 - Fighter: Time to get some technique to our fists. Multiclassing into Fighter gives us proficiencies we already have, so we can skip those. We get to choose our Fighting Style, and it's a no-brainer to grab Unarmed Fighting for Yang. We can now deal [1d6 + our Strength modifier] bludgeoning damage with our unarmed strikes. If we do not use any weapons, the die changes to 1d8. We also get Second Wind, which allows us to heal [1d10 + our Fighter level] Hit Points as a bonus action once per short or long rest.
At this level, we also gain the racial ability Celestial Revelation. As a bonus action, we can unleash our celestial energy Aura and transform for 1 minute. With the Radiant Consumption option, we emit a bright light for 10 feet and a dim light for another 10. Until the transformation ends, each creature within 10 feet of us suffers radiant damage equal to our proficiency bonus, and we can add the same amount of radiant damage to one target whenever we attack it.
Level 4 - Fighter: We get Action Surge, which allows us to once per short or long rest take an extra Action on our turn in combat.
Level 5 - Fighter: We pick our first subclass, our Martial Archetype. We will focus on the power behind Yang's punches and pick the Champion Archetype. With Improved Critical, our weapon attacks score a critical hit on either a 19 or a 20.
Level 6 - Fighter: We finally get our first Ability Score Improvement. We need to increase our Wisdom and Dexterity by 1 point each.
Level 7 - Fighter: We now get Extra Attack. We can now make two strikes during a single Attack action.
Level 8 - Fighter: Our next ASI. We can finally put two more points into Wisdom and jump classes to refine our technique.
Level 9 - Monk: Unfortunately, once again we have to pass on some multiclassing benefits. Additionally, here is where we could gain Unarmoured Defense, but the one from Barbarian's side of the build is a bit better for us. We do, however, gain access to Martial Arts. While unarmed (or wielding a monk weapon) and unarmoured we gain the following benefits:
We can use our Dexterity or Strength when using unarmed strikes and monk weapons
We can roll a d4 in place of the regular damage dice for unarmed strikes and monk weapons; that Martial Arts dice changes as we level up.
When we use the Attack action unarmed or with a monk weapon, we can use our bonus action to make another unarmed attack.
Since Yang uses the long-ranged Ember Celica, we can replace that (for now) with a set of monk darts (or, you can ask your DM for a hand-mounted small crossbows)
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Level 10 - Monk: Halfway through the build and we unlock the Monk's key feature known as Ki (hah!). We gain a pool of Ki Points that we can spend in order to gain some extra features. We start with three of those:
Flurry of Blows: Spending 1 Ki Point lets us make two unarmed strikes as a bonus action if we make the Attack action.
Patient Defense: Spending 1 Ki Point lets us take the Dodge action as a bonus action.
Step of the Wind: Spending 1 Ki Point lets us the Dash or Disengage actions as bonus actions, and it doubles your jumping distance for the turn.
We also gain Unarmoured Movement. As long as we're not wearing armour, our speed gains a +10 feet bonus.
Level 11 - Monk: We learn how to Deflect Missiles. When targeted by a projectile, we can use our Reaction to reduce the damage by [1d10 + our Dexterity modifier + our Monk level]. If we manage to reduce the damage to 0, we catch the projectile and can use the same Reaction to make a ranged (20/60) attack with it.
Here, we also pick our third subclass - our Monastic Tradition. We can now activate our Aura with Way of the Sun Soul. We can now fire off even more devastating bolts with our Ember Celica. With Radiant Sun Bolt, we gain a new way to use our Attack action: a special spell attack with the range of 30 feet, we are proficient with it and add our Dexterity modifier, the damage type is radiant and the damage die is our Martial Arts die. We can also make those attacks as our Flurry of Blows technique.
Level 12 - Monk: We finally get another ASI. Let's put two points into Dexterity to increase all the important stuff. At this level, we also learn Slow Fall - we can reduce our falling damage by [our Monk level x5]. Additionally, since we didn't get anything from multiclassing into either Monk or Fighter, I personally would allow to take the optional Quickened Healing feature, but discuss it with your DM.
Level 13 - Monk: Our Martial Arts die becomes 1d6 now. We also gain a new Ki option - Stunning Strike. When we hit a creature with a melee weapon attack, we can spend 1 Ki Point to attempt to stun it. The target must make a Constitution saving throw or become stunned until the end of our next turn.
At this level, the Monk would've gotten the Extra Attack. Since we already have it from Fighter, we wouldn't stack it. That being said, I would allow it to evolve, since this is around the time you would get Extra Attack Upgrade as a Fighter, and we do need to make Yang more punchy. Once again, discuss it with your DM.
Level 14 - Monk: With Ki-Empowered Strikes, our punches now count as magical for the purpose of overcoming resistances and immunities... which means you can punch ghosts now. Also, our Unarmoured Movement bonus is not +15 feet.
We also gain a subclass upgrade. With Searing Arc Strike, we can now spend 2 Ki Points as a bonus action immediately after an attack to cast Burning Hands. We can spend more Ki Points to raise the spell's level
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Level 15 - Monk: Time for some strategic positioning both physically and mentally. With Evasion, we now take no damage if we succeed on an area-of-effect Dexterity saving throw (if we fail, we take half damage when we would normally take full damage). With Stillness of Mind, we can use our Action to end a charmed or frightened effect on ourselves.
Level 16 - Monk: Time for another ASI, and we're going to raise our Strength by two points to... pack more of a punch? ...Eh? Eh?
...Well, they can't all be winners.
Level 17 - Monk: With Unarmoured Movement Improvement, we can now run across liquids and vertical surfaces without losing our foothold (as long as we have enough movement).
Level 18 - Monk: Our Unarmoured Movement bonus is now +20 feet. We also explore more healing properties of our Aura with Purity of Body; we are now immune to all poison and disease.
Level 19 - Monk: Our Martial Arts die is now a 1d8. It's also time for another subclass upgrade; with Searing Sunburst, we can create an orb of light and hurl it at any point within 150 feet. Every creature within 20 feet radius has to make a Constitution saving throw or take 2d6 radiant damage. While it doesn't seem like a lot, we can spend some Ki Points to increase the damage (1 Ki Point for extra 2d6 to a maximum of 3 Ki Points).
Level 20 - Monk: Our capstone is Monk 12, which gives us an ASI. While we could max out our Strength, let's put two points into Constitution for better AC and extra HP before the big final fight with Salem.
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And that's the Goldilocks Berserker. Let's see how we did:
First of all, for someone who exclusively uses her fists, we've managed to compile quite a roster of damage-dealing. At our absolute maximum, in one turn we can punch twice as a standard attack for 1d8+4, add two more attacks with Flurry of Blows, and then use Action Surge to do that whole thing again for the maximum of 48 damage. And if that doesn't work out, we have some Ki-based Kamehameha shots and if it seems like we're getting too much damage we can easily heal.
Our unarmoured AC is 17, we have a +3 to our Initiative, 50 feet of ground speed, and the average of 181 Hit Points.
While we have a rather decent physical ability spread (18/16/18), our mental side is rather abandoned. We are also a single-purpose character: we need to punch stuff, and the few skill proficiencies we have are also geared for that.
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And that's Ms Xiao Long. That was fun, though I did not expect to make her so similar to the previous build. Anywho, to the anonymous person who requested this - I hope it meets your expectations and your campaign turns out to be fun. Enjoy!
-Nerdy out!
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fishsticxz-art · 1 year
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sun soul
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giest-works · 2 months
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Monk Tiefling for the Curse of Strahd (Reloaded) campaign I am joining this week His name is Sun Ra and I have been drawing them for four days straight
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astarions-chosen · 3 months
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So, my initial thought was that Temperance and Astarion would be this playthrough's romance... and maybe they will be for Act 1... but I don't know, I think on a more real level, Temperance will feel a connection to Gale. As they spend more time in the Grove and save all these scrappy, mischievous children, and Gale reveals himself to have been a bit of trouble as a kid, there's a definite kinship that forms between the two of them. Temperance was trouble for a whole host of different reasons than Gale, but in some ways, trouble is trouble all the same. I just don't think she'd be very receptive of Gale's softness.... BUT maybe she would, because she did learn how to receive love from her surrogate father. Hmm. As always, OCs give me a lot to think about.... 🥰
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sessenaa · 2 years
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May I interest you in a Lucia in these.... times?
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