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Oxin

Monk 3 Class & Level
Noble Background
Half Elf Race
Lawful Neutral Alignment

Strength 14
+2
Dexterity 18
+4
constitution 12
+1
intelligence 10
+0
wisdom 17
+3
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+4 Strength
+6 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+3 Survival
skills Passive Perception 13 proficiencies

 
17
Armor Class
25
Hit Points
+4
Initiative
40ft
Speed
Attacks

Heroes Enabled

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

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:
Weapons: Simple, Shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Str, Dex
Skills: Choose 2: Acrobatics, Athletics, History, Insight, Religion, and Stealth

Overview & Creation

PHB, Pgs. 77-81


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
    • 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.

    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   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   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 tradition you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   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.

    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.

    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.

    Purity of Body

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

    Tounge of 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.

    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.

    Perfect Self

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


    Starting Equipment

    • A Shortsword or any Simple weapon
    • A Dungeoneer's pack or an Explorer's pack
    • 10 Darts


    LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
    1st+21d4Unarmored Defense, Martial Arts
    2nd+21d42+10 ft.Ki, Unarmored Movement
    3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles
    4th+21d44+10 ft.Ability Score Improvement, Slow Fall
    5th+31d65+10 ft.Extra Attack, Stunning Strike
    6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition feature
    7th+31d67+15 ft.Evasion, Stillness of Mind
    8th+31d68+15 ft.Ability Score Improvement
    9th+41d69+15 ft.Unarmored Movement improvement
    10th+41d610+20 ft.Purity of Body
    11th+41d811+20 ft.Monastic Tradition feature
    12th+41d812+20 ft.Ability Score Improvement
    13th+51d813+20 ft.Tongue of the Sun and Moon
    14th+51d814+25 ft.Diamond Soul
    15th+51d815+25 ft.Timeless Body
    16th+51d816+25 ft.Ability Score Improvement
    17th+61d1017+25 ft.Monastic Tradition feature
    18th+61d1018+30 ft.Empty Body
    19th+61d1019+30 ft.Ability Score Improvement
    20th+61d1020+30 ft.Perfect Self

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Half Elf

Ability Score Increase +2 Cha, and two other ability scores of your choice +1
Size Medium
Speed 30 ft

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.  

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.  

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.  

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.  

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.   Age Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Alignment Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.   Size Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   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. You can speak, read, and write Common, Elvish, and one extra language of your choice.

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rezzletax.

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