___________________________________
Player Character Basics: Dawndra Norlandr
___________________________________
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 |
___________________________________
______________________________________________________________
___________________________________
Player Character Basics: Ileel
___________________________________
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.) |
___________________________________
Player Character Basics: Leely Level 03
___________________________________
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 |
___________________________________
___________________________________
Player Character Basics: Roonoo
___________________________________
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 |
___________________________________
___________________________________
Player Character Basics: Deynn
___________________________________
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 |
|
|
|
|
|
|
|
|
|
|
___________________________________
___________________________________
Player Character Basics: Mo Ka Bu
___________________________________
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:
___________________________________
Items Inventory:
The things in the pack and on the back
Item Name |
Description and Quantity |
______________________________________________________________
___________________________________
Player Character Basics: Joloobo
___________________________________
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 |
______________________________________________________________
___________________________________
Player Character Basics: Valea
___________________________________
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) |
______________________________________________________________
___________________________________
Player Character Basics: Yisi
___________________________________
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 |
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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) |
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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) |
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