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Nargato UwUzamaki

Monk 10 Class & Level
Sage Background
Tabaxi Race
Chaotic Good Alignment

Strength 13
+1
Dexterity 19
+4
constitution 14
+2
intelligence 8
-1
wisdom 17
+3
charisma 12
+1
Total Hit Dice 10
Hit Die
1d8+2
+4 proficiency bonus
+5 Strength
+8 Dexterity
+2 Constitution
-2 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+3 Arcana
+1 Athletics
+2 Deception
+3 History
+3 Insight
+2 Intimidation
-1 Investigation
+3 Medicine
-1 Nature
+7 Perception
+2 Performance
+2 Persuasion
+3 Religion
+4 Sleight of Hands
+8 Stealth
+3 Survival
skills Tools: any one type of artisan's tools or any one musical Instrument of your choice Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Religion Common, Draconic, Drarven, Infernal proficiencies

 
17
Armor Class
57
Hit Points
+4
Initiative
50
Speed
Attacks
Armor: none
Weapons: Simple Weapons, shortswords
Proficiences
Shortsword+2 1d6+2

Equipment
Headstrong but loving and compassionate
Personality Traits
wants to become the leader of his home village
Ideals
will protect his friends at all costs
Bonds
is actually a simp
Flaws

Heroes Enabled

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

The statblocks of your class features

[block: Unarmored Defense Beginning at 1st Level]
[block: your AC equals 10 + your Dexterity modifier + your Wisdom modifier.   Martial Arts Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons]
[block: 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.   • When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn]
[block: assuming you haven't already taken a Bonus Action this turn.   Certain monasteries use specialized forms of the monk Weapons. For example]
[block: you can use the game Statistics provided for the weapon.   Ki Starting at 2nd Level]
[block: 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]
[block: and Step of the Wind. You learn more ki features as you gain levels in this class.   When you spend a ki point]
[block: 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]
[block: 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]
[block: and your jump distance is doubled for the turn.   Unarmored Movement Starting at 2nd Level]
[block: as shown in the Monk table.   At 9th level]
[block: 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]

Favored Mutations

a description


D10NameDescriptionEffect
1Beast’s Strength"Muscles bulge all over your bodybreaking through skin at places."You gain a +3 Mutation Bonus to Strength
2FrightfulPresenceSomething about the preda-tory curve of your smile or your smell terrifies others.
You gain a +4 Mutation Bonus to Intimidation.
3EnhancedSenses"Your eyes and nose change shapegaining an inhuman quality and granting you ad-vanced senses."
You gain the scent Ability.
4Armored HideThick armor scales grow over your body.You gain +2 to Natural Armor .
5SpellReflection"Your skin dries outbecomes reflectiveand interferes with spells cast upon you."
You gain spell resistance equal to 5 + your character level which can be lowered for 1 round as a bonus ac-tion.
6RegenerationYour wounds and cuts close faster."As a bonus actionyou can activate Fast Healing 5 for 10 consecutive rounds once every 24 hours."
7Claws"Your fingers and nails elon-gatethickening into useable claws of preternatural sharp-ness."Your unarmed strikes deal 1d6 piercing or slashing damage and you are proficient with your unarmed strikes.
8Spines"Thick spines grow out of pores in your bodyand—with a little practice—you are capable of firing them as offensive weapons.""As an attack action6 times a day you can fire spines as a 1d6 ranged attack with a range of 60ftadding dexterity modifier and base attack bonus to hit."
9TailA tail that you can control grows from the base of your spine."While you cannot wield weapons with your tailyou can use it to retrieve smallstowed objects carried on their persons as a swift action."
10RushYour legs and knees grow thicker allowing you to run incredible sprints."For 6 nonconsecutive rounds a dayyou can -as a free action- choose to double your move speed."
[block: and 17th level.   Deflect Missiles Starting at 3rd Level]
[block: the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0]
[block: and the missile counts as a monk weapon for the Attack.   Ability Score Improvement When you reach 4th Level]

Blighted Mutations


D10NameDescriptionEffect
1SpellFailureWhatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers.
When casting a spell Roll 1d10
on a 1 the spell fizzles; it counts as a use even as it has no effect.
2TumorSomewhere on your body there is a mass of flesh that keeps growing.An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character.
3Extra EyeYou grow an additional eye—perhaps it is on your faceperhaps not—but wher-ever it grows it confuses your vision.You suffer -4 to mutation modifier Perception Checks.
4StupidityYou have increasing difficul-ty putting together coherent thoughts.You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4).
5FrenziedYou are liable to to fly into a frenzy over any pettiness: a spilled glassa woundor even an insult.When dropped to below 50% of your hitpointsyou enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternatelyif the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpointsthey can choose to double the duration with all benefits/limitations at no additional cost or disadvantage.
6ImpulsiveYou have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you.You suffer a -2 Mutation Modifier on Will Saves.
7Beast’s MawYour throat is growing thick and bestialmaking you una-ble to shape intelligible words.You are now mutecan only communicate verbally through grunts. While you can still approximate verbal components to cast spellsdoing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency.
8Extreme HungerYou are always hungry and must eat incessantly or grow ill.If you have not eaten a meal equal to a day’s rations within the last 2 hoursyou gain the sickened conditionif not eaten within the last 4 hours you gain the nauseated condition.
9Misshapen HandsYour fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands.You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands
10Misshapen BodyYour spine or limbs twist in ways they weren't supposed to.Your movement speed is reduced by 10 feet
[block: you can’t increase an ability score above 20 using this feature.   Slow Fall Beginning at 4th Level]
[block: 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]
[block: whenever you take the Attack action on Your Turn.   Stunning Strike Starting at 5th Level]
[block: 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]
[block: your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.   Stillness of Mind Starting at 7th level]
[block: you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.   Evasion At 7th level]
[block: and only half damage if you fail.   Purity of Body At 10th level]
[block: your mastery of the ki flowing through you makes you immune to disease and poison.   Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers]
[block: the heads of these monasteries expect the unquestioning obedience of their students.   Shadow Arts Starting when you choose this tradition at 3rd level]
[block: you gain the Minor Illusion cantrip if you don't already know it.   Shadow Step At 6th level]
[block: as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Count Griffith.

Statblock Type

Character Sheet (Legacy)

Link/Embed