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Reginald Beetleton

Monk, Way of the open hand 5 Class & Level
Built Like A Rock Background
Beetlefolk Race
Chaotic Good Alignment

Strength 17
+3
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 10
+0
charisma 8
-1
Total Hit Dice 5
Hit Die
1d8+4
+3 proficiency bonus
+6 Strength
+5 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+3 Athletics
-1 Deception
+0 History
+3 Insight
-1 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
-1 Performance
-1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Acrobatics, Insight proficiencies

 
15
Armor Class
29
Hit Points
+2
Initiative
35ft
Speed
Unarmed 1d20+3 1d6+1d4
Horn 1d20+3 1d8+1d4
Attacks
Armor: None
Weapons: Simple weapons, shortswords
Tools: Woodcarver's Tools
Proficiences
Smoking pipe, Ducktail Coat, Monocle
Equipment
A little snobby, he believes himself to be superior to most non-beetlefolk.
If his pride is challenged, he will do anything to defend it.
Personality Traits
He wishes to find a comfortable home for himself.
Ideals
He will move into any home he sees fit, often even when there are still people living in the house.
Bonds
While not easily persuaded, presenting something as a challenge is a near guaranteed way to have him perform a task.
Flaws
Multiple Arms (+1d4 extra damage on hit), Unusual Shape, Creepy Crawly (25ft climbing), Hybrid Nature (Human and monstrosity), Horns, Powerful Build, Natural Armor, All damage -1
Unarmored defense, Ki, Unarmored Movement, Deflect missiles, Slow Fall, Extra attack, Stunning Strike

Features & Traits

Heroes Enabled

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

The statblocks of your class features

Monk, Way of the Open Hand


Hit Points

Hit Dice: d8 per Monk, Way of the Open Hand level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, Stealth  

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

Overview & Creation

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.   Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.   Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.   Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.


Class Features

Unarmored Defense

While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

Your practice of martial arts gives mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property.
You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield:   • Unarmed strikes and monk weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
• You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons. This die increases as you gain monk levels, as shown on the table above.
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.  

Ki

At 2nd level, your training allows you to channel the mystic energy of ki. Your access to this power is represented by a number of ki points. You have a number of ki points equal to your monk level. When you spend a ki point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended ki back into yourself. You must spend at 30 minutes of the rest meditating in order to regain ki.
Some ki powers require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
  You start with the knowledge of these three ki powers:   Flurry of Blows
Immediately after taking the Attack action on your turn, you may 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. When you do so, your jump distance is doubled for the turn.  

Unarmored Movement

At 2nd level, your speed increases when you are not wearing armor or using a shield. This bonus is listed on the table below.  

Deflect Missiles

At 3rd level, you may use your reaction when you are kit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free. If you catch a missile in this way, can spend 1 ki point to make a ranged attack with the weapon or ammunition as part of the same action. You make this attack with proficiency, and treat the missile as a monk weapon for this attack.  

Monastic Tradition: Way of the Open Hand

At 3rd level, you commit yourself to the Way of the Open Hand monastic tradition. You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:   • It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.  

Ability Score Increase

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Slow Fall

At 4th level, you may use your reaction to reduce any falling damage taken by an amount equal to 5 times your monk level.  

Extra Attack

At 5th level, you can attack twice whenever you take the Attack action on your turn.  

Stunning Strike

At 5th level, you can interfere with the flow of ki in another creature'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 Constitution saving throw or be stunned until the end of your next turn.  

Ki Strikes

At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.  

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.  

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. 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 half damage if you fail.  

Stillness of Mind

At 7th level, you can use your action to end one effect yourself that is causing you to be charmed or frightened.  

Unarmored Movement

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.  

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.  

Tongue of the Sun and Moon

At 13th level, you can touch the ki of other minds so that you understand all spoken languages. Moreover, and creature that understands a language can understand what you say.  

Diamond Soul

At 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail you may spend 1 ki point to reroll it and take the second result.  

Timeless Body

At 15th level, your ki sustains 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.  

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them.
To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.  

Empty Body

At 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During this time, you have resistance to all damage except force damage.
In addition, you may spend 8 ki points to cast astral projection, without needing material components. When you do so, you can't take other creatures with you.  

Perfect Self

At 20th level, when you roll initiative and have no ki points remaining, you gain 4 ki points.


LvlProficiency BonusFeaturesMartial ArtsUnarmored Movement
1st+2Unarmored Defense, Martial Arts1d4
2nd+2Ki, Unarmored Movement1d4+10 ft.
3rd+2Deflect Missiles, Way of the Open Hand1d4+10 ft.
4th+2Ability Score Improvement, Slow Fall1d4+10 ft.
5th+3Extra Attack, Stunning Strike1d6+15 ft.
6th+3Ki Strikes, Wholeness of Body1d6+15 ft.
7th+3Evasion, Stillness of Mind1d6+15 ft.
8th+3Ability Score Improvement1d6+15 ft.
9th+4Unarmored Movement improvement1d6+15 ft.
10th+4Purity of Body1d6+20 ft.
11th+4Tranquility1d8+20 ft.
12th+4Ability Score Improvement1d8+20 ft.
13th+5Tongue of the Sun and Moon1d8+20 ft.
14th+5Diamond Soul1d8+25 ft.
15th+5Timeless Body1d8+25 ft.
16th+5Ability Score Improvement1d8+25 ft.
17th+6Quivering Palm1d10+25 ft.
18th+6Empty Body1d10+30 ft.
19th+6Ability Score Improvement1d10+30 ft.
20th+6Perfect Self1d10+30 ft.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Beetlefolk

Ability Score Increase +1 Con
Size Medium
Speed 25ft

Beetlefolk Traits Your Beetlefolk character has certain traits in common with all other Beetlefolk.     Ability Score Increase: Your Constitution score increases by 1.   Age: Beetlefolk reach adulthood at age 10 and live to be around 50.   Alignment: Most Beetlefolk are chaotic good. With such a high focus on freedom and personal choice, nearly every Beetlefolk favors chaos. Their compassionate and kind disposition also leads to many being good. Their sense of sympathy and care for others stops their chaos from being harmful, but more adventurous.   Multiple Arms: You have four arms. The top, primary pair are normal, but your bottom, secondary pair are smaller and weaker than your primary pair, causing certain tasks to either be too difficult or get in the way of the primary pair. Upon hitting an unarmed strike you can add 1d4 piercing damage to the attack. Your secondary pair of arms can not use shields, can only attack with unarmed strikes, can not grapple or shove creatures, and can only push, drag, or lift half your normal amount. You can also interact with an object or feature of the environment, during either your move or your action, for free, one additional time, as long as one is performed using your secondary pair of arms.   Unusual Shape: You have strange features for a humanoid and this means that standard armor will not fit you and has to be crafted specifically for you body. This cost is two times the equivalent armor made for a normal humanoid. Any armor from your starting equipment is assumed to already be fitted to your body and does not have an increased price.   Creepy Crawly: Because of your claws and special hairs on your limbs, you have a climb speed of 25 feet. Your claws mainly aid in climbing but can be useful in some combat situations. If you hit with an unarmed strike using your claws, you deal slashing damage instead of the bludgeoning damage normal for an unarmed strike.   Hybrid Nature: You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.   Languages: You can speak, read, and write Common and one extra language of your choice. Beetlefolk encounter many other races as they explore the world and learn their languages to better expand their adventuring options.   Subrace: There are three main subraces of Beetlefolk: Ladies, Divers, and Rhinos. Many more exist, but these three are the most abundant. Choose one of these subraces.    

Lady

Ladies are more free spirited and jovial than other Beetlefolk, due to the freedom of flight, and wherever they travel, good fortune seems to follow. They are the smallest of the main subraces, but are pretty hardy for their size.     Ability Score Increase: Your Wisdom score increases by 2.   Size: Ladies are about 4 feet tall and average around 75 pounds. Your size is small.   Speed: Your base walking speed is 25 feet.   Flight: You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. You can't fly while wearing armor unless it is made to accomodate your elytra and wings, allowing them to extend out.   Lady Luck: You know the Guidance cantrip. Wisdom is your spellcasting ability for it.    

Diver

Divers tend to be more quiet and reserved than other Beetlefolk, but are more fierce attackers. Divers have very smooth, streamlined bodies and wider, flatter limbs that allow them to glide through water with ease. They also have a couple small suction cups on their palms to help grip prey or slippery surfaces while underwater.     Ability Score Increase: Your Dexterity score increases by 2.   Size: Divers are about 5 feet and average around 100 pounds. Your size is medium.   Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.   Diving Expert: Divers mainly eat fish and other aquatic life, diving deep to hunt their prey, not letting them escape. While underwater, if you aren't wearing medium or heavy armor, you can take the dash action as a bonus action. Additionally, you ignore any drawbacks caused by a deep, underwater environment.   Scuba Bubble: You can trap air in a bubble under the base of your elytra as you dive underwater. This bubble supplies air to your whole body. You can hold your breathe for 15 minutes while underwater, then the bubble will run out of air.   Suction Cups: You have suction cups on your hands that help grip things underwater, but are also useful on land. You have advantage on ability checks to avoid being disarmed and to maintain a grapple. Additionally, you have advantage on ability checks to avoid being moved against your will or knocked prone while you are climbing.    

Rhino

Rhinos are the largest, hardiest, and most warlike Beetlefolk, relishing the rush of battle. Their signature feature is their set of large horns. These horns vary in length, shape, and number from person to person. All rhinos have one horn on their forehead and one or two supporting horns coming out of their upperback. They enjoy wrestling with these horns in thier free time and in combat they use them to grab foes and lift them into the air.     Ability Score Increase: Your Strength score increases by 2.   Size: Rhinos stand at an average of 6 feet, not including their horns, which can be up to 3 feet long. Their average weight is about 250 pounds. Your size is medium.   Speed: Your base walking speed is 25 feet.   Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These horns work together to function as plier-like tools and weapons. You are able to grapple creatures your size or smaller with your horns. If you successfully grapple a creature in this way, you can choose to deal damage as if you hit them with your horn attack. While a creature is being grappled by your horns, you can not use them to make an attack.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Natural Armor: You have a thick exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Languages. Common and 1 extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Smoking Pipe

Adventuring Gear

Common

This simple wooden pipe is used for smoking tobacco.

(Optional; Have users make a constitution saving throw or take 1 point of suffocation damage)

Cost: 1gp

Monocle

Adventuring Gear

Common

A single magnifying glass that sits in front of a creature's eye.
Usually shaped glass with a metal rim

Cost: 2gp


Created by

Foxblaze.

Statblock Type

Character Sheet (Legacy)

Link/Embed