Cherreads

Chapter 3 - Character Creation

{A/N) All racial and class features of the chosen one is posted at the bottom, majority of them won't appear on a falna, as some are just combat features or intertwine into one point so will probably be considered one skill, while other skills won't exist in danmachi there for will be invisible. Do note that it is not necessary to read this chapter as I will still explain what the mc does, sometimes ill add a [ X feature is active] etc. There might be times where those who don't know could get confused but ill try my best in explaining everything when needed.]

[Connection to first vessel… attempting to reconnect… failed]

[attempting again… x2… x3…. X4… request to find a new hero… request granted.]

[Attempting to find new hero… Don't have the authority to complete a full search… limited to picking one from a suitable species… too many to pick from… forced to choose five species at random…]

[Neogi – small eight-legged creatures with eel-like necks with flattened hairy abdomen… they have an innate ability to control others and believe that mind control is normal and appropriate…]

[Neogi is too chaotic and is automatically excluded.]

[Crucian – An ugly, sad-faced, hunched and pointed-eared humanoid with a brown colored turtle like shell on its back.]

[Yuan-ti Abomination – Normal Yuan-ti only has certain serpent like features, while the only human like difference to an abomination is that they have arms. An abomination is usually extremely strong with high intelligence and capable of using magic.]

[Thri-Kreen – a creature that resembles a giant bipedal praying mantis. They are tall creatures with an exoskeleton all over their bodies with six limbs, two for walking and four for fighting. They hold superior physical abilities compared to humans, with high strength and great agility along with a sturdy exoskeleton.]

[Rilmani – They appear humanoid, with their bodies made out of an alien metal and eyes shining in a pearly light. They branch out in different sub types; each looking different and hold a different purpose. They are powerful with multiple spells they can cast at will and being immune to mental attacks, electricity and resistance to acid and poison. The entire race is obsessed with neutrality and keeping a balance between good and evil.]

[Choosing species… calculating… x2… x3… The world they are sent to might be to dangerous for monster-like creatures… Cruician denied… Yuan-ti Abomination denied… Yhri-Kreen denied… Rilmani might be considered a monster, but their personality is the most suitable than the other three and holds the ability to disguise as humans… Rilmani has been chosen.]

[Looking for suitable candidate in the Rilmani species… filtering by classes… picking five… monk, inscriptor… artificer… warlock… Monk has been chosen…]

[The royal race of the Rilmani are monks… Anzareth has been chosen as hero candidate.]

[Connecting to soul… Anzareth is the current ruler and too powerful to be chosen… detecting options…]

[1. Pick a younger Anzareth from a different timeline.]

[2. Patiently wait for a timeline where he is weakened enough.]

[3. Pick a different candidate.]

[simulating possibilities… younger Anzareth is much more obsessed with balance than the older version… Older version seems to hold a curiosity to mortals and might lead to him becoming a hero… a different candidate is too much of a variable.]

[Option 2 has been chosen…]

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[Anzareth has been weakened and went into a deep slumber… Connection to soul has been completed… Sealing certain racial traits… creating a weaker version of their body…]

[Vessel #2]

Gender: Genderless

Race: Aurumach Rilmani

Class: lvl 5 Monk, Way of the Astral Self

[Stat list… adding racial bonus and ability score improvements…]

Strength: 9(-1), Dexterity: 18(+4), Constitution: 16(+3), Intelligence: 15(+3), Wisdom 20(+5), Charisma 17(+3)

[Extra racial features… too many to list… showing shortened list…]

Telepathy, Aurumach resilience, celestial metal, Enhanced Mind, Innate magic (majority sealed) and Aurumach Morphology.

Background: Planar philosopher… grants the feat "Scion of the Outer Planes".

Scion of the Outer Planes- grants psychic damage resistance and mage hand can be cast without any spell components.

Languages: Speak read and write sylvan, celestial, Rilmani and common.

[Starting equipment… can't discern from soul… requesting assistance… granted… #%#$#@! Has transported some minor items into the new vessel.]

[Generating status]

Name: Anzareth

Gender: Genderless

Age: Ageless

Class: lvl 5 Monk, Way of the Astral Self

Proficiency bonus: +3

Background: Planar philosopher

Alignment: Neutral, but leaning more to good but not yet neutral good[1]

Language: sylvan, celestial, abyssal and common.

Ability Scores:

Strength: 9(-1), Dexterity: 18(+4), Constitution: 16(+3), Intelligence: 15(+3), Wisdom 20(+5), Charisma 17(+3)

Tool Proficiency: Smithing Tools

Skill Proficiency: Insight, Perception, Arcana, Investigation

Racial traits [Rilmani]:

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Celestial Metal: Your body is coated with a material unknown of any other world, fluid as skin and allowing electricity to pass through without harm. You are immune against lightning damage.

Neutral Mind: You have an alien mind that are difficult to penetrate, and stubborn minds unwilling to change. You have advantage on saving throws against being charmed and your alignment cannot be shifted by magical means.

Sub-racial traits [Aurumach]:

Telepathy: You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Enhanced Mind: You are resistant to mental attacks and can add their proficiency bonus towards any saves related to being influenced mentally.

[Too many features that gives psychic immunity and resistances… Gains full coverage against any mental based attacks and or effects.]

Aurumach Morphology:

As an action, you can shape or harden the fluidic metal in your body to visually mimic any humanoid or creature of similar size or one category lower. This does not grant you their abilities and your body remain cold and metallic to the touch. You can revert to your original form as a bonus action.

Your form consists of a limited amount of metal, so hollowing out your body to create your form is an option.

As a bonus action, you can reshape a part of your body into a simple weapon or tool (such as a sword, hammer, chisel etc). You cannot gain or create more appendages in this way, and everything created is still attached to your body while using similar stats as the item formed (a weapon that is two handed needs to be formed and used two handed, damage rolls stay the same as the original unless a class feature change that.) The thing created always have proficiency bonuses unless stated otherwise. The items cannot have loose parts and creating items with a lot of detail or complexity requires a roll related to it (Weapons require smithing, a fancy chair attached to you requires carpenters etc). Weapons use strength unless they are 'versatile) or your class feature state otherwise.

Aurumach Resilience. Your alien like physique makes you immune to all mortal diseases. With your enhanced metallic body, you have lost the need to eat, drink, breath and sleep.

Leader's Speech: You know the word of radiance cantrip. Wisdom or Charisma is your spellcasting modifier for this spell.

Innate Magic (Majorly sealed): As the royal race of the Rilmani, the Aurumach innately gain access to magic to uphold their neutrality and balance. You can cast the following spells without spells slots and components a limited time before your body needs to 'rest':

At 1st class level, you can cast Detect Magic and Detect Evil and Good (Cost: one point).

At 3rd class level, you can cast Zone of Truth (Costs: One point).

At 5th class level, you can cast Dispel Magic (Cost: Two points).

Wisdom is your spellcasting ability for these spells, you have a limit of three points.

Class features:

Martial arts: Your practice of martial arts gives you mastery of combat styles that use your unharmed strikes and monk weapons, which consists of simple melee weapons and light martial weapons.

Following benefits if unarmed/using a monk weapon, unarmored and not using a shield- bonus action unarmed strike:

 Monk weapons and unarmed strikes use the martial arts die for damage, start as a 1d6 and increases with levels. Unarmed strikes and monk weapons can be used with dexterity, while using the grapple and/or shove option can use dexterity for the dc checks.

Unarmored Defense: while unarmored and shield- your defense is improved by your dexterity and wisdom modifier.

Monk's Focus: your focus and training into martial arts allows you to harness a well of extraordinary energy within yourself. The energy is called Ki and increases with your improvement as a monk. All expended Ki is regained on a long or short rest and is used in:

Flurry of blows: costs one point, allows a second unarmed strike as a bonus action.

Patient defense: Disengage is a bonus action, using a Ki point allows disengage and dodge as a bonus action.

Step of the wind: Dash is a bonus action, allows disengage and dash with a ki point, jump distance is doubled.

Unarmored movement: Movement speed is increased if unarmored, the increase depends on monk level.

Uncanny metabolism: When going into battle, a monk can momentarily increase their metabolism, regaining some Ki. This should only be used once per long rest.

Deflect attacks: When you are hit by a bludgeoning, piercing or slashing attack, you can use your reaction to reduce the damage by 1d10 + monk lvl + dex modifier. If the damage becomes zero, you can expend a ki point to redirect to a creature within five feet of you, if it was a ranged attack, then within 60 of you (and not behind total cover). That creature must make a dex saving throw or take two rolls of your martial arts die + dex modifier damage (the type is the same as the one deflected.)

Slow fall: Use your reaction to reduce your fall, lessening the damage by an amount equal to five times your monk level.

Extra attack: Attacks two times as an action.

Stunning strike: Once per turn when you strike a creature with your monk weapon or unharmed strikes, you can use a ki point to strike a specific location on the target, locking their muscles. The target makes a constitution save, on a fail they become stunned until your next turn and on a success their speed is cut in half until your next turn, and the next attack against the target before then has advantage.

Arms of the Astral Self: As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For ten minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While your spectral arms are active, you can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saves, you can use the spectral arms to make unarmed strikes and use your wisdom modifier for the attack when doing so. The damage type is force and the range of your strikes is five feet greater.

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