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Olympia’s Female Pankration Team (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

Olympia is a sports complex, the greatest place of its sort in the Greek world, that is located in the region of Elis in the northwest quarter of the Peloponnesian Peninsula of mainland Greece. It is widely believed to have been founded by Hercules after he completed his 12 Labors, dedicating it to his father Zeus, and is one of the key stops on the pilgrimage trail that follows in his footsteps.

Most pilgrims who visit Olympia votively win the “Belt of Hippolyta” by tugging a pink ribbon away from one of the maidens serving in the religious precinct there. Those inclined toward a greater challenge, however, might opt to face one of the young women on the resident pankration martial arts team, progressively working their way up through the ranks of the fighters in non-lethal unarmed bouts. Only the best will face, and even then not likely defeat, the trainer for the team, an actual Amazon who has honed her deadly arts both in the gymnasium and on the battlefield. Contestants are not allowed to use magical enhancements but can cheer on and even shout advice to their friends (as the coach will do via her Combat Superiority ability for members of her team).

Such rituals and their associated contests are held in the Palaestra, a massive, columned, square building more than 200 feet on each side that is used as a training facility for boxing, wrestling, Pankration, and other martial arts (and which is second in only to the Gymnasium and built along its southern edge). Members of the team also train with “Pankration weapons” that include clubs, daggers, javelins, quarterstaffs, short swords, and spears.

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Varsity Pankrationist

Medium Humanoid (Human), lawful good

Armor Class: 14

Hit Points: 16 (3d8+3)

Speed: 40 ft.

 

STR                DEX                CON               INT                 WIS                 CHA

12 (+1)            14 (+2)            12 (+1)            10 (+0)            14 (+2)            10 (+0)

 

Senses: Passive Perception 12

Languages: Common (Greek)

Challenge Rating: 1 (200 XP)

 

Unarmored Defense. While this Pankrationist is wearing no armor and not wielding a shield, her AC equals 10 + her Dexterity modifier + her Wisdom modifier.

Unarmored Movement. This Pankrationist’s speed increases by 10 feet while she is not wearing armor or wielding a shield.

Martial Arts. This Pankrationist can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and Pankration weapons (quarterstaff, club, dagger, javelin, shortsword); can roll a d4 in place of the normal damage of her unarmed strike or a Pankration weapon; and, when she uses the Attack action with an unarmed strike or a Pankration weapon on her turn, can make one unarmed strike as a bonus action.

Deflect Missiles. This Pankrationist can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10 + her Dexterity modifier + her proficiency bonus. If she reduces the damage to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free.

 

Actions

Unarmed Strike. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Quarterstaff. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage if wielded with two hands.

Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

 

Bonus Actions

Unarmed Strike. When this Pankrationist uses the Attack action with an unarmed strike or a Pankration weapon on her turn she can also make one unarmed strike as a bonus action.

 

Reactions

Deflect Missiles. This Pankrationist can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack.

***

Champion Pankrationist

Medium Humanoid (Human), lawful good

 

Armor Class: 15

Hit Points: 25 (5d8+5)

Speed: 40 ft.

 

STR                DEX                CON               INT                 WIS                 CHA

12 (+1)            16 (+3)            12 (+1)            10 (+0)            14 (+2)            10 (+0)

 

Senses: Passive Perception 12

Languages: Common (Greek)

Challenge Rating: 2 (450 XP)

 

Unarmored Defense. While this Pankrationist is wearing no armor and not wielding a shield, her AC equals 10 + her Dexterity modifier + her Wisdom modifier.

Unarmored Movement. This Pankrationist’s speed increases by 10 feet while she is not wearing armor or wielding a shield.

Martial Arts. This Pankrationist can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and Pankration weapons (quarterstaff, club, dagger, javelin, spear, shortsword); can roll a d4 in place of the normal damage of her unarmed strike or a Pankration weapon; and, when she uses the Attack action with an unarmed strike or a Pankration weapon on her turn, can make one unarmed strike as a bonus action.

Deflect Missiles. This Pankrationist can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10 + her Dexterity modifier + her proficiency bonus. If she reduces the damage to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free.

 

Actions

Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Quarterstaff. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+6) bludgeoning damage if wielded with two hands.

Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

 

Bonus Actions

Unarmed Strike. When this Pankrationist uses the Attack action with an unarmed strike or a Pankration weapon on her turn she can also make one unarmed strike as a bonus action.

 

Reactions

Deflect Missiles. This Pankrationist can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack.

***

Myrina, Pankrationist Coach

Human Fighter 3/Monk 5 (Background: Amazon; Martial Archetype: Battle Master)

Medium Humanoid (Human), lawful neutral

 

Armor Class: 15

Hit Points: 58 (3d0+5d8+16)

Speed: 40 ft.

 

STR                DEX                CON               INT                 WIS                 CHA

14 (+2)            18 (+4)            14 (+2)            11 (+0)            13 (+1)            12 (+1)

 

Saving Throws: Strength +5, Dexterity +7

Skills: Acrobatics +6, Animal Handling +4, Insight +4, Perception +4

Senses: Passive Perception 14

Languages: Common (Greek), Scythian

Challenge Rating: 8 (3,900 XP)

 

Ki. Myrina’s training allows her to harness the mystic energy of ki. Her access to this

energy is represented by a number of ki points. As a 5th-level Monk she has 5 ki points that she can spend to fuel three features that she knows: Flurry of Blows, Patient Defense, and Step of the Wind (described below under Bonus Actions).

            When she spends a ki point it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

            Some of her ki features require a target to make a DC 12 saving throw to resist the feature’s effects (Ki save DC = 8 + her proficiency bonus + her Wisdom modifier).

Unarmored Defense. While Myrina is wearing no armor and not wielding a shield, her AC equals 10 + her Dexterity modifier + her Wisdom modifier.

Unarmored Movement. Myrina’s speed increases by 10 feet while she is not wearing armor or wielding a shield.

Martial Arts. Myrina can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and Pankrationist weapons; can roll a d4 in place of the normal damage of her unarmed strike or a Pankrationist weapon; and, when she uses the Attack action with an unarmed strike or a Pankrationist weapon on her turn, can make one unarmed strike as a bonus action.

Horse Form. Myrina can use her action to magically assume the shape of a Warhorse and in this form receives the benefits of her Unarmored Defense, Unarmored Movement, and Ki features. She can use this feature twice and regains expended uses when she finishes a short or long rest. She can stay in Warhorse form for up to four hours and then reverts to her normal form unless she expends another use of this feature. She can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. While she is transformed, the rules for the Druid Wild Shape ability apply.

Deflect Missiles. Myrina can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10 + his Dexterity modifier + his Monk level. If she reduces the damage to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free. If she catches a missile in this way, she can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition she just caught as part of the same reaction. She makes this attack with proficiency, regardless of her weapon proficiencies, and the missile counts as a Pankrationist weapon for the attack.

Combat Superiority. Myrina knows three combat maneuvers, Commander’s Strike, Feinting Attack, and Rally. She has four superiority dice, which are d8s. A superiority die is expended when she uses it and he regains all of his expended superiority dice when he finishes a short or long rest.

            Commander’s Strike. When Myrina takes the Attack action on her turn, she can forgo one of her attacks and use a bonus action to direct one of her companions to strike. When she does so, she can choose a friendly creature who can see or hear her and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

            Feinting Attack. Myrina can expend one superiority die and use a bonus action on her turn to feint, choosing one creature within 5 feet of her as a target. She has advantage on her next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

            Rally. On her turn, Myrina can use a bonus action and expend one superiority die to bolster the resolve of one of her companions. When she does so, she can choose a friendly creature who can see or hear her. That creature gains temporary hit points equal to the superiority die roll + 1.

 

Actions

Shortsword. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Unarmed Strike. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage or 8 (1d8+8) if wielded with both hands.

 

Bonus Actions

Unarmed Strike. When Myrina uses the Attack action with an unarmed strike or a Pankrationist weapon on her turn she can also make one unarmed strike as a bonus action.

Flurry of Blows. Immediately after she takes the Attack action on her turn, Myrina can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. Myrina can spend 1 ki point to take the Dodge action as a bonus action on her turn.

Step of the Wind. Myrina can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.

 

Reactions

Deflect Missiles. Myrina can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack.