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Gwen (Gwyn) Hwyr

Monk (Way of Mercy) 4 Class & Level
Hermit Background
Half-Elf Race
Lawful-Neutral Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 12
+1
wisdom 18
+4
charisma 16
+3
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+1 Arcana
+0 Athletics
+3 Deception
+1 History
+6 Insight
+3 Intimidation
+1 Investigation
+6 Medicine
+3 Nature
+6 Perception
+3 Performance
+3 Persuasion
+3 Religion
+3 Sleight of Hands
+5 Stealth
+4 Survival
skills

 
17
Armor Class
34
Hit Points
+3
Initiative
40
Speed
WeaponAttackDamage
Quarterstaff (One-Handed) 1d20+5 1d6+3 (Bludgeoning)
Quarterstaff (Two-Handed) 1d20+5 1d8+3 (Bludgeoning)
Dagger (One-Handed) 1d20+5 1d4+3 (Piercing, 20/60)
Martial Arts 1d20+5 1d4+3 (Bludgeonig)
Dart 1d20+5 1d4+3 (Piercing, 20/60)
Sling 1d20+5 1d4+3 (Bludgeoning, 30/120)
Attacks
Armour:
  • None (Unarmored Defense).
  • Weapons:
  • Simple weapons (Class - Monk).
  • Shortswords (Class - Monk).
  • Tools:
  • Cook’s utensils (Class - Monk).
  • Herbalism kit (Background - Hermit, & Implements of Mercy).
  • Saving Throws:
  • Strength (Class - Monk).
  • Dexterity (Class - Monk).
  • Skills:
  • Acrobatics, Stealth (Class - Monk)
  • Nature, Preception (Race Feature - Skill Versatility)
  • Medicine, Religion (Background - Hermit)
  • Insight (Implements of Mercy)
  • Languages:
  • Common/Ascanian (Race Feature - Half-Elf).
  • Half-Elvish (Race Feature - Half-Elf).
  • Wood-Elvish (Race Feature - Half-Elf).
  • Draconic (Background - Hermit).
  • Ability Score Improvement:
  • +2 Wisdom (Level 4).

  • Proficiences
    Coins;
  • 12 gp
  • 7 sp
  • 4 cp

  • Equipment;
  • Quarterstaff.
  • 10x Darts.
  • Small Iron Dagger.
  • Dungeoneer’s pack.
  • Scroll case (stuffed full of notes from my prayers and studies).
  • Winter blanket.
  • Monk common clothes.
  • Flat ornate raven's mask (Top with fur/feathers, two white silk eyes, simple ornate detail, raven beak bottom, made of black porcelain, etc).
  • Locket, family symbol and painting of family.
  • Herbalism kit.
  • 5x Tattered Family Banner (bottom of the backpack).
  • 2x Bottles of Wine (vintage 20, 12 yrs).


  • Equipment
    Passive Perception - 16
    Ki saves DC - 14
    Ki Points - 4/4

    Darkvision;
    Thanks to your elf blood, you have superior vision in dark and dim conditions.
    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 colour in darkness, only shades of grey.

    Fey Ancestry;
    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Skill Versatility;
    You gain proficiency in two skills of your choice.

    Languages;
    You can speak, read, and write Common, Elvish, and one extra language of your choice.

    Unarmored Defense;
    Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier (10+3+4 = 17).

    Martial Arts;
    At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

    You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armour or wielding a shield:

    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
    This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
    For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    Certain monasteries use specialized forms of the monk weapons.
    For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
    Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

    Ki;
    Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

    You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

    When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

    Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

    Ki saves DC = 8 + your proficiency bonus + your Wisdom modifier (8+2+4 = 14).

    Flurry of Blows:
    Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

    Patient Defense:
    You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

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

    Unarmored Movement
    Starting at 2nd level, your speed increases by 10 feet while you are not wearing armour or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

    Deflect Missiles
    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level (1d10+6).

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

    Implements of Mercy
    When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

    Hands of Healing
    At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier (1d4+4). When you use your Flurry of Blows, you can replace one of the unarmed strikes with the use of this feature without spending its ki cost.

    Hands of Harm
    At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier (1d4+4). You can use this feature only once per turn.

    Slow Fall
    Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage (10ft = 1d6, 20d6 max) you take by an amount equal to five times your monk level (Level 4x5 = 20).
    Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Quarterstaff

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Bludgeoning Versatile

    Cost: 2 sp Weight: 4 lb


     

    DnD 5e SRD SRD

    Dart

    Ranged Weapon Finesse, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Thrown

    Cost: 5 cp Weight: 1/4 lb


     

    The statblocks of your class features

    Monk


    Hit Points

    Hit Dice: d8 per Monk level
    Hit Points at first Level: 8 + CON modifier
    Hit Points at Higher Levels: 1d8 (or 5) + CON modifier

    Proficiences

    Armor: None
    Weapons: Simple weapons, shortsword
    Tools: One type of artisan tool's, or one musical instrument
    Saving Throws: STR, DEX
    Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

    Overview & Creation

    The Magic of Ki
    Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.  
    Training and Asceticism
    Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.   Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.   The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.   For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.  
    Creating a Monk
    As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?   Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?   As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.  
    Level Proficiency Bonus Martial Arts Ki Points Unamoured Movement Features
    1st +2 1d4 - - Unarmoured Defense, Martial Arts
    2nd +2 1d4 2 +10 ft Ki, Unarmoured Moverment
    3rd +2 1d4 3 +10 ft Monastic Tradition, Deflect Missiles
    4th +2 1d4 4 +10 ft Ability Score Improvement, Slow Fall
    5th +3 1d6 5 +10 ft Extra Attack, Stunning Strike
    6th +3 1d6 6 +15 ft Ki-Empowered Strikes, Monastic Tradition Feature
    7th +3 1d6 7 +15 ft Evasion, Stillness of Mind
    8th +3 1d6 8 +15 ft Ability Score Improvement
    9th +4 1d6 9 +15 ft Unarmoured Movement Improvement
    10th +4 1d6 10 +20 ft Purity of Body
    11th +4 1d8 11 +20 ft Monastic Tradition Feature
    12th +4 1d8 12 +20 ft Ability Score Improvement
    13th +5 1d8 13 +20 ft Tongue of the Sun and Moon
    14th +5 1d8 14 +25 ft Diamond Soul
    15th +5 1d8 15 +25 ft Timeless Body
    16th +5 1d8 16 +25 ft Ability Score Improvement
    17th +6 1d10 17 +25 ft Monastic Tradition Feature
    18th +6 1d10 18 +30 ft Empty Body
    19th +6 1d10 19 +30 ft Ability Score Improvement
    20th +6 1d10 20 +30 ft Perfect Self

     


    Class Features

    Unarmored Defense
    Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.   Martial Arts
    At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.   You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:  

    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
    Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.   Ki
    Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.   You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.   Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier   Flurry of Blows
    Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.   Patient Defense
    You can spend 1 ki point to take the Dodge action as a bonus action on your turn.   Step of the Wind
    You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.   Unarmored Movement
    Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.   Monastic Tradition
    When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.   Deflect Missiles
    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.   Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Slow Fall
    Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.   Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Stunning Strike
    Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.   Ki-Empowered Strikes
    Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Unarmored Movement
    At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.   Evasion
    At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Stillness of Mind
    Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.   Unarmored Movement Improvement
    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.   Purity of Body
    At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.   Unarmored Movement
    At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.   Tongue of the Sun and Moon
    Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.   Diamond Soul
    Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.   Unarmored Movement
    At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.   Timeless Body
    At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.   Empty Body
    Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.   Unarmored Movement
    At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.   Perfect Self
    At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a shortsword or (b) any simple weapon
    • (a) a dungeoneer’s pack or (b) an explorer’s pack
    • 10 darts

     


    Subclass Options

    Way of Mercy (UA)
      Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help—whether ailing or evil—they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.   The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table.   Merciful Mask
    d6 Mask Appearance
    1 Raven
    2 Blank and white
    3 Crying Visage
    4 Laughing Visage
    5 Skull
    6 Butterfly
    Implements of Mercy
    3rd-level Way of Mercy feature   You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner’s kit.   Hands of Healing
    3rd-level Way of Mercy feature   Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.   When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost.   Hands of Harm
    3rd-level Way of Mercy feature   You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns.   Noxious Aura
    6th-level Way of Mercy feature   As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required).   While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage).   Healing Technique
    11th-level Way of Mercy feature   Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.   Hand of Mercy
    17th-level Way of Mercy feature   Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status.   You can have only one creature under the effect of this feature at a time.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Half-Elf

    Ability Score Increase +2 CHA, +1 to two others of your choice
    Size Medium
    Speed 30ft

    Darkvision
    Thanks to your elf blood, you have superior vision in dark and dim conditions. 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.   Fey Ancestry
    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility
    You gain proficiency in two skills of your choice.

    Languages. Common, Elvish, and one other of your choice

    Hermit

    You lived in seclusion - either in a sheltered community such as a monastery, or entirely alone - for a formative part of your life. In your time apart from the clamour of society you found quiet, solitude, and perhaps some of the answers you were looking for.

    Skill Proficiencies Medicine, Religion
    Tool Proficiencies Herbalism kit
    Languages One of your choice
    Equipment A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit, and 5gp.

    Features

    Discovery
    The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
    Work with your DM to determine the details of your discovery and its impact on the campaign.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    D&D 5e

    Dungeoneer's Pack

    Adventuring Gear Common

    Backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations (10), waterskin, hempen rope (50ft)

    Cost: 12gp Weight: 61.5lbs


     

    D&D 5e

    Map or Scroll Case

    Adventuring Gear Common

    This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

    Cost: 1gp Weight: 1lb


     

    D&D 5e

    Blanket

    Adventuring Gear Common

    A thick, quilted, blanket made to keep you warm in cold weather.

    Cost: 5sp Weight: 3lbs


     

    D&D 5e

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lbs


     

    D&D 5e

    Herbalism Kit

    Adventuring Gear Common

    This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

    Cost: 5gp Weight: 3lbs


     

    Created by

    prnghats11.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed