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Hruodtland

Monk 1 Class & Level
Fisherman Background
Human Race
Lawful Neutral Alignment

Strength 13
+1
Dexterity 16
+3
constitution 14
+2
intelligence 9
-1
wisdom 15
+2
charisma 11
+0
Total Hit Dice 1
Hit Die 1d8+2
2 proficiency bonus
12 Passive perception
3 Strength
5 Dexterity
2 Constitution
-1 Intelligence
2 Wisdom
0 Charisma
saving throws
3 Acrobatics
2 Animal Handling
-1 Arcana
3 Athletics
0 Deception
-1 History
2 Insight
0 Intimidation
-1 Investigation
2 Medicine
-1 Nature
2 Perception
0 Performance
0 Persuasion
-1 Religion
3 Sleight of Hands
5 Stealth
4 Survival
skills
15
AC
10
Hit Points
3
Initiative
30ft.
Speed
Languages: Common, Aquan

Weapons: Simple Weapons, Shortswords

Armor: -none-

Tools: Fisherman's Tools, Water Vehicles, Bagpipes
Proficiencies
NameBonusDamageType
Dagger 1d20+5 1d4+3 Piercing
Darts (10) 1d20+5 1d4+3 Piercing
Attacks

Spellcasting
Fishing Net

Fishing Tackle

Cargo Hook

Common Clothes

Luck charm

Oilskin cloak

Backpack

Crowbar

Hammer

Messkit

Torches (10)

Tinderbox

Rations (10 Days)

Waterskin

50 ft Hempen Rope
Equipment
My friends know they can rely on me, no matter what. I enjoy sailing into new ports and hearing news/making acquaintances over a flagon of ale.
Personality Traits
I’m committed to my people and will do what is necessary to keep them safe.
Ideals
I have an ancient relic that holds terrible secrets that must not fall into the wrong Hands.
Bonds
Don’t expect me to save those who can’t save themselves (unless they're my friends. In that case, common sense be damned.)
Flaws

Experienced Angler


You are an expert at reading coastal terrain. You can easily determine where the shallow sections are, as well as where the big lagoons or large ship anchorages might be. More importantly you are familiar with the fish that inhabit these areas and how to catch them. You can provide enough fish to feed yourself and five other people as long as the area has not been fished out. You can easily tell if something is disturbing the natural balance with the fish in a given area, but cannot necessarily identify the cause.

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 quarter- staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

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.

Features & Traits

Created by

ImoenKim.

Statblock Type

Character Sheet (2018)

Link/Embed