Categories: Characters

Dawndra Level 3

___________________________________
Player Character Basics:
Dawndra Norlandr

Race and Background Artikos | Monastic
Class
Subclass
Monk (03)
Way of the Ice Pike
Alignment | Deity NG | Dunea
AC |  HP 18 | 30
Speed | Init Bonus 40 | +4

 

___________________________________
Ability Scores:

Str 14 +2 Int 08 -1
Dex 18 +4 Wis 16 +3
Con 14 +2 Cha 10 +0

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +5 Dex +7
Skill Proficiencies: Ath +4 Acr +6 Perc +5 Int +2
Resistances: Cold Dmg
Tools and Kits Tools and Kits
Senses: Darkvision 60ft
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Ice Pike +1 +7 2d4 +5 Piercing Melee Reach
Unarmed +6 1d4 +4 Bludgeoning Melee

 

___________________________________
Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
If both are successful – +2d4 Cold Dmg
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Sharp Defender After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.

If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.

Heavens Orbit This feat enhances your ki generation. If you spent at least 30 minutes in flow form practice, you gain additional ki points equal to proficiency bonus (+2) for 24 hours

 

___________________________________
Magic
:

Ring of Shooting Stars Magic Item. While wearing this ring you can cast Daylight spell at will. Requires an action. Other capabilties are restricted to those with Elven descent.
Keepsake of Trenstino Magic Item.

AC +1
Saving Throws =1

 

 

___________________________________
______________________________________________________________

 

 

 


Categories: Characters

Ileel Level 03

___________________________________
Player Character Basics:
Ileel

Race and Background Wood Elf | Monastic
Class
Subclass
Monk (03)
Way of the Black Circlet
Alignment | Deity NG | Mielikki
AC |  HP 18 | 24
Speed | Init | Prof 45 | +5 | +2

 

___________________________________
Ability Scores:

Str 10 +0 Int 16 +3
Dex 18 +4 Wis 16 +3
Con 10 +0 Cha 10 +0

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +3, Dex +6
Skill Proficiencies: Acrobatics +6, Stealth +8, Investigation +5,

Nature +5, Perception +5, Survival +5

Tools and Kits Tools and Kits
Senses: Darkvision 60ft, pPerception 15
Languages: Common, Elvish, Sylvan

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Meilikki’s Bow +7 1d6 +5 Piercing Ranged 80/120
Unarmed +6 1d4 +4 Bludgeoning Melee

 

___________________________________
Feats
:

Ki Save Ki save DC = 14
( 8 + proficiency bonus + Wisdom modifier)
Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Chameleon +2 bonus to stealth checks to hide as a result of the enchanted silk robes

 

 

 

___________________________________
Magic
:

Dark Mantle The silk garment is able, upon the will of its wearer, to form a shroud of darkness as if affected by a form of the Darkness spell. The sheds a shadow with a 5-foot radius making the wearer nearly invisible in dim and dark environment. All attacks against the shrouded have disadvantage.
Meilikki’s Bow +1d8 Necrotic Damage added to successful ranged attack. Up to 3 times per full charge of weapons energy store (equal to hit die – 3d8).
Viffo’s Breath On a successful attack, roll 1d6. If result is 5 or 6, Viffo’s Breath is activated.
Add 2d6 Force damage (increases with proficiency bonus.)

Categories: Characters

Leely Level 03

___________________________________
Player Character Basics:
Leely Level 03

Race and Background Wood Elf | Monastic
Class
Subclass
Monk (03)
Way of the White Circlet
Alignment | Deity NG | Mielikki
AC |  HP 18 | 24
Speed | Init | Prof 55 | +4 | +2

 

___________________________________
Ability Scores:

Str 10 +0 Int 10 +0
Dex 18 +4 Wis 16 +3
Con 10 +0 Cha 16 +3

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Strength +2 Dexterity +6
Skill Proficiencies: Acrobatics +6 Stealth +8 Nature +2
Insight +6 Medicine +2
Perception +6 Persuasion +5
Tools and Kits  
Senses: Darkvision 60ft, pPerception 16
Languages: Common, Elvish, Sylvan

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Serpier +7 1d8 +5 Piercing Melee
Unarmed +6 1d4 +4 Bludgeoning Melee
Dagger +6 1d6 +4 Slashing Melee

 

___________________________________
Feats
:

Ki Save Ki save DC = 14
( 8 + proficiency bonus + Wisdom modifier)
Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Chameleon +2 bonus to stealth checks to hide as a result of Leelys enchanted garments
Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Radiant Damage 1 Weapon Charge. Add 1d8 Radiant Damage to successful attack
Radiant Reaction 1 Weapon Charge. Cause 1d8 Radiant Damage by touch if opponents melee attack roll misses by 5 or more
Mobile (Level 6) You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

 

___________________________________
Magic
:

Light Mantle The garment Leely wears is able, upon will, to glow with white light as if affected by the Light Spell. The sheds bright light in a 20-foot radius and dim light for an additional 20 feet until the bearer of the White Circlet (that is… Leely) no longer wills it.
Healing Touch 1 Weapon Charge.  1d8 HP restored on touch to target other than self (uses one charge)
Moonglare Summon the Spirit Guardians of Woodland Elves to protect you (using an Action). They protectively  circle around the wearer of the emblem to a distance of 10 feet for the duration.

Affect: Any creature within (or entering within) the protective circle is Stunned for 1 full round and takes Radiant damage (2d8 +1). If the creature is Undead, damage is 2d8 +10

Duration: 1 min

 

 

___________________________________
Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

 

 

 

___________________________________

 

 


Categories: Characters

Roonoo Level 03

___________________________________
Player Character Basics:
Roonoo

Race and Background Dwarf | Pirates Life
Class
Subclass
Monk (03)

The Way of the Blackthorn

Alignment | Deity NG | Selune
AC |  HP 17 | 33
Speed | Init | Prof 40 | +6 | +2

 

___________________________________
Ability Scores:

Str 10 +0 Int 10 +0
Dex 18 +4 Wis 16 +3
Con 16 +2 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Strength +2, Dexterity +6
Skill Proficiencies: Acrobatics +6, Perception +5, Survival +5,
Deception +3, Intimidation +3, Persuasion +3
Tools and Kits Tools and Kits
Senses: Darkvision 60ft
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Staff +1 +7 1d8 +7 Bludgeoning Melee
Unarmed +6 1d4 +4 Bludgeoning Melee
Shortbow +6 1d6 +4 Piercing Ranged  30/120

 

___________________________________
Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Basto Weapon +2 (Prof) to Dmg roll
Aggression Tactics As a bonus action you can spend 1Ki and Intimidate the target .
DC saving throw against your Intimidation skill (8 +Prof +Chr).
A shaken character takes a penalty on attack rolls, ability checks, and saving throws equal to your Intimidation Skill bonus.
Details
Knuckle Buster After a successful Attack roll, a bonus action and 1 Ki Point can be used to target the hands of a melee weapon/ranged opponent. Target must DC save (8+prof+dex) else be disadvantaged on melee/ranged attacks for 1 min.
Details
Combat Bravado Whenever you enter combat initiative, your Charisma modifier is increased by +2

 

 

___________________________________
Magic
:

Eldritch Claw Tattoo Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.

 

___________________________________
Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

 

___________________________________

 

 

 

 


Categories: Characters

Deynn Level 03

___________________________________
Player Character Basics:
Deynn

Race and Background Half-Elf | Monastic
Class
Subclass
Monk (03)
Way of the Metallon Fist
Alignment | Deity NG | Nobanion
AC |  HP 17 | 27
Speed | Init | Prof 40 | +4 | +2

 

___________________________________
Ability Scores:

Str 14 +2 Int 12 +1
Dex 18 +4 Wis 16 +3
Con 12 +1 Cha 10 +0

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Strength +4
Dexterity +6
Skill Proficiencies: Athletics +4 Acrobatics +6
Stealth +6    Insight +7
Perception +5 Survival +5
Tools and Kits Flute proficiency
Senses: Darkvision 60ft, pPerception 15
Languages: Common, Elvish, Payit

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed +7 1d4 +7 Bludgeoning Melee

 

___________________________________
Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Metallon Fist (3) Absorb 1lb (Dagger) of iron or steel into skin.
Add Strength Modifier (+2) to dmg roll
Grappler (3) Grappler Feat

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

You have advantage on attack rolls against a creature you are grappling.

You can use your bonus action to try to pindown a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).  A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

 

___________________________________
Magic
:

Willow Flute. 1/Day Cast Tree Stride
2/Day 4d4 HP to targets who can hear
Insight Emblem This amulet, while attuned to it, will provide proficiency (or expertise) in Insight.
Wearer is able to judge true need. Amulet is magically linked to a small coin pouch. If they use the coin within to meet a true need of another,  the number of coins will double the next day. If they use it to meet a self-need, a single coin will appear the next day.
Combat Insight While attuned to the Insight Emblem, the wearer can sometimes predict the next moves or pattern of movement and use to martial advantage when engaged in combat.
At the beginning of each round of combat roll 1d4

1 No Insight
2 Opening Insight – add a 1d4 roll to Attack rolls this round
3 Vulnerability Insight – add a 1d4 to Damage rolls this round
4 Defense Insight – add a 1d4 to AC this round

Insight lasts until the beginning of PCs next round (6 seconds)

Salamander Dagger (Absorbed)
+1 Magic Weapon. This weapon has 4 charges. When you hit with an attack using this weapon, you may spend 1 charge to deal an additional 1d4 fire damage to the target. The weapon regains 1d4 expended charges daily at dawn.

 

 

___________________________________
Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity
Pearls 4 golden pearls worth ~100gp each
Amulet Insight Emblem with Flaming Shield design
   
   
   
   
   

 

___________________________________

 

 

 


Categories: Characters

Zoony Level 03


Categories: Characters

Mo Ka Bu Level 03

___________________________________
Player Character Basics:
Mo Ka Bu

Race and Background Wood Elf | Monastic
Class
Subclass
Monk (03)
Way of the Arcanax
Alignment | Deity LG | Yondalla
AC |  HP 18 | 30
Speed | Init | Prof 45 | +4 | +2

 

___________________________________
Ability Scores:

Str 12 +1 Int 10 +0
Dex 18 +4 Wis 16 +3
Con 14 +2 Cha 10 +0

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +3 Dex +6
Skill Proficiencies: Ath +3 Acr +6 Stl +6 Ani +5 Perc +5 Surv +5
Tools and Kits Tools and Kits
Senses: Darkvision 60ft
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed/Targ +7 1d4 +5 Bludgeoning Melee
Unarmed + + to Dmg 1d4 Force Magical
Weapons        

 

___________________________________
Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Fist of the Arcanax Add 1d4 Force Dmg to all unarmed attacks.
On critical hit – Arcane Bombardment. Every creature within 20ft of strike – DC Dex Save (8 +prof +wis = 14) else 3d6 Force Dmg
Bite of the Arcanax 1ki. Use a Bonus Action to charge the Targe with the Bite of the Arcanax. The next time an enemy comes into contact (blocking an attack or attacking as weapon) 2d8 Magical Piercing Dmg
Life of the Arcanax At the start of each day, the Arcanax fills you with Natures Healing. You gain 2d8 Temporary HP with the dawn

 

___________________________________
Magic
:

Name Description

 

 

 

___________________________________
Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

 

______________________________________________________________


Categories: Characters

Joloobo Level 03

___________________________________
Player Character Basics:
Joloobo

Race and Background GnomeChild of the Forest
Class
Subclass
Rogue  (03)
Soulknife
Alignment | Deity NG | ??
AC |  HP 17 | 30
Speed | Init | Prof 25 | +4 | +2

 

___________________________________
Ability Scores:

Str 10 +0 Int 19 +4
Dex 18 +4 Wis 16 +3
Con 12 +1 Cha 08 -1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Dex +6, Int +6
Skill Proficiencies: Acr +6, Stl +6, Nat +6, Perc +6, Sur +6
Tools and Kits Cartographer’s Tools
Senses: Darkvision 60ft
Languages: Common, Gnomish, Thieves Cant

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Blowgun +1 +6 1d8 (?) Force (?) Ranged Spell Attack (40ft)
Psychic Blade +6 1d6 +4 Psychic Ranged (60ft) or Melee
Acid Net +6 1d6 Acid Ranged Spell Attack (60ft)
Weapons

 

___________________________________
Feats
:

Sneak Attack Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Joloobo’s Blowgun Make a Ranged Spell Attack (d20 +prof +Int)

Roll 1d10 and consult the table below

1d10 Result
1 1d4 +1 Force Damage
2-7 1d8 +1 Force Damage
8-10 2d8 +1 Thunder Damage

 

Upon inflicting any Thunder Damage, the target must make a Con Save Throw (DC = 8 +prof +Int) or be pushed 10 feet directly away from Joloobo.

At Tier1 (1-4) add +1 to damage roll

Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Psi-Bolstered Knack When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose up to two creatures you can see and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other.
Forest Secrets You know the secret ways of the forest, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Cunning Action Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fade Away (Reaction) You have learned a magical trick for fading away when you suffer harm.

Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Survivalist  Wisdom is increased by +1, you gain an extra proficiency in Survival skill and the Nature skill. You also have advantage on all Dexterity (Stealth) checks when in an outdoor setting.

 

___________________________________
Magic
:

Minor Illusion. Details
Mage Armor (Ward Ring) Details
Dark Transport (Raven Ring) Details
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

 

___________________________________
Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

 

______________________________________________________________


Categories: Characters

Valea Level 03

___________________________________
Player Character Basics:
Valea

Race and Background Tabaxi (Khajitt) | Monastic
Class
Subclass
Monk (03)
Way of Flowing Force
Alignment | Deity NG | Tel’Aestar
AC |  HP 17 (18) | 27
Speed | Init | Prof 40 | +4 | +2

___________________________________
Ability Scores:

Str 14 +2 Int 10 +0
Dex 18 +4 Wis 16 +3
Con 12 +1 Cha 16 +3

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +4, Dex +6
Skill Proficiencies: Ath +4, Acr +6, Stl +6, Perc +7, Int +5, Pers +5
Immunities Force Damage (Norli’s Wrap)
Tools and Kits Cooks Utensils
Senses: Darkvision 60ft
Languages: Common, Tabaxi, Elvish

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Basto Stick +1 +7 1d8 +5 Bludgeoning Melee
Unarmed +6 1d4 +4 Bludgeoning Melee
Dagger +6 1d4 +4 Slashing Melee
Short Bow +6 1d6 +4 Piercing Ranged 80/120
Weapons

___________________________________
Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Flowing Flurry The Monk gains the ability to extend their Flurry of Blows. Plus… Martial Weapons can now be used in addition to unarmed attacks with the Flurry of Blows feat. If the feat is used and both attacks are successful, a third attack flows from the first two – automatically succeeding (just roll for damage).
Forceful Stick Fighting AC +1 while holding Basto Stick with both hands
Keen Defender When taking the Dodge (or Patient Defense) and you are attacked within melee range, an attack of opportunity is possible. If the attack succeeds, the damage is halved. If the attack fails by 5 or more, you gain an attack of opportunity with your Reaction.
Heavens Orbit This feat enhances your ki generation. If you spent at least 30 minutes in flow form practice during the early hours, you gain additional ki points equal to proficiency bonus.
Fierce Mobility Focusing ki to bolster your speed gives you additional benefits to your movement. On your turn as a Bonus action, you may spend one ki point to activate and start concentrating on Fierce Mobility.

Your speed increases by 10 feet while Fierce Mobility is active.

Dash becomes a Bonus Action while Fierce Mobility is active. While dashing, difficult terrain doesn’t cost you extra movement on that turn.

You can easily move through a dangerous melee. You do not provoke attacks of opportunity while Fierce Mobility is active.

For every ten feet of your movement speed you use on your turn, you may add a d4 to the damage of your next successful strike.

Fierce Mobility is active until you take any damage (up to a minute)

 

___________________________________
Magic
:

Furious Force The Basto Stick provides its attuned monk with the ability to cast Furious Force. Casting it as a Bonus Action causes the staff to gleam with deep green arcane light.  The next successful attack within one minute of casting this spell deals 2DMA (Martial Arts Die) force damage to the target. Additionally the target must make a Strength saving throw (Ki save DC = 8 + prof +wis) or be pushed 10 feet away from you.
Freedom of Movement
(Norli’s Wraps)
The woven material is enchanted. The top Wrap strip grants you immunity to Force damage while you are wearing it (no attunement) and the bottom strip grants you a limited version of Freedom of Movement – while wearing this cloth, you have advantage on any saving throws to avoid or escape any sort of grappling, speed reduction, restraint or paralysis. Difficult terrain will not decrease your speed.

___________________________________
Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity
Gold 150gp
Gems 1 blackpearl (500gp)
3 rosequartz (100gp ea)

 

______________________________________________________________


Categories: Characters

Yisi Level 03

___________________________________
Player Character Basics:
Yisi

Race and Background High Elf (Sun) | Monastic
Class
Subclass
Monk (03)
Way of Fang-Fu
Alignment | Deity NG | Sune
AC |  HP 18 | 24
Speed | Init Bonus 40 | +4

 

___________________________________
Ability Scores:

Str 14 +2 Int 15 +2
Dex 18 +4 Wis 16 +3
Con 14 +2 Cha 10 +0

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +4, Dex +6
Skill Proficiencies: Ath +4, Acr +6, Stl +6, Perc +5
Tools and Kits Calligraphers Kit (*2) +4, Theives Tools +2
Senses: Darkvision 60ft
Languages: Common Elvish Dwarvish Sylvan

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Trisula +1 +7 2d4+5 (+7) Piercing Melee
Unarmed +6 1d4 +4 (+6) Bludgeoning Melee
Blowgun +4 1 +4 Piercing Ranged  25/100
Weapons

 

___________________________________
Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Easy Mark Damage on successful attacks is increased, equal to characters current proficiency bonus, against creature types for which the monk has Vital Point Expertise only.
Serpents Hiss
Blowgun Dart attack. DC 8 +Prof +Wis (13) else target is Deafened
Shadow Shroud A magical shroud emanates from the weapons. The attuned wielder is able to cast a dark shroud  (similar to the Darkness spell) around themselves as long as they hold the weapons in one or both hands. The darkness spreads in a 10 feet radius from each of the weapons (holding them out to the sides of the body will extend the radius to the sides). The darkness spreads around corners and through walls and floors. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
Anytime the wielder makes a successful Stealth check to hide while holding both Trisula, the spell becomes available to cast at will for up to a min. At early levels, this capability is limited to twice a day (increase to match prof bonus).
When the shroud is active, the wielder will have Advantage on all attacks made in the round.The shroud will slowly begin to dissipate once the weapons are used in another action (Attack) or are no longer held in the wielders hands.
Keen Defender When taking the Dodge (or Patient Defense) and you are attacked within melee range, an attack of opportunity is possible. If the attack succeeds, the damage is halved. If the attack fails by 5 or more, you gain an attack of opportunity with your Reaction.

 

 

Vital Point Expertise

Creature Type DC CurrentDC Creature Type DC CurrentDC
Aberrations 18 18 Beasts 14 14
Celestials 26 26 Constructs 16 16
Dragons 28 28 Elemental 20 20
Fey 18 18 Fiends 22 22
Giants 18 17 Humanoids 16 Expertise
Monstrocities 18 16 Undead 16 15

 

___________________________________
Magic
:

Dancing Lights You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration of 1 min. (Detail)
Haste
(Norli’s Sash)
Wearer’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. When the spells duration ends, a wave of lethargy sweeps over the wearer and they are Incapacitated for a round.
Duration: 1 MinCharges: 2 /day
(Detail)

 

 

___________________________________
Items Inventory
:

Item Name Description and Quantity
Norli’s Sash A gift from Norli Bragos. It is enchanted with Haste
Trisula The weapons of his family legacy
Blowgun A simple lightweight weapon made of hardwood
Coins Yisi carries 300gp from Teacher Solomvar
Plus 200gp
Gems 1 violetgarnet (500gp)
1 blackpearl (500gp)
2 rosequartz (100gp ea)
Explorers Pack Standard pack equipment (new)

 

 

 

 

 

______________________________________________________________