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Noel

Monk (Way of the Diamond Dragon 7 Class & Level
Criminal Background
Human Race
CE Alignment

Strength 15
+2
Dexterity 20
+5
constitution 11
+0
intelligence 10
+0
wisdom 18
+4
charisma 18
+4
Total Hit Dice
Hit Die
1d8+0
+3 proficiency bonus
+5 Strength
+8 Dexterity
+0 Constitution
+0 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+8 Acrobatics
+4 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+4 Insight
+4 Intimidation
+0 Investigation
+4 Medicine
+0 Nature
+4 Perception
+4 Performance
+4 Persuasion
+0 Religion
+8 Sleight of Hands
+8 Stealth
+4 Survival
skills

 
19
Armor Class

Hit Points
+5
Initiative
40
Speed
Attacks
Armor: None
Weapons: Simple Weapons, Shortswords
Tools: Herdy Gurdy*, Card Games*, Thieve's Tools
Languages: Desrin,Kestrian
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Athletics, Slight of Hand*, Stealth*

* From Criminal
Proficiences
Ki save DC = 15
Spellcasting

Racial: Human


Extra Languages. You get one extra language
Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.


Monk (Diamond Dragon)


Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + Dex + Wis
Martial Arts. 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 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 d6 in place of 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.



Ki. your training allows you to harness the mystic energy of Ki. Your access to this energy represetend by the 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. 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 savingh throw DC is calcuated as follows.
Ki save DC = 8 + Proficiency + Wisdom
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. 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.
Dragon Claws. You gain the ability to channel your ki to manifest dragon claws formed of psionic energy. You can use a bonus action and spend 1 ki point to manifest these claws, which last for 1 minute or until you are incapacitated. As you level up in this class, you can spend more ki points when you manifest the claws. When you reach 6th level, you can spend 2 ki points to manifest the claws, and when you reach 11th level, you can spend 3 ki points to manifest the claws.
The claws count as magical weapons, and you gain a bonus to attack and damage rolls with your unarmed strikes while you have them. The bonus equals the number of ki points you spend. The damage is also changed to Slashing damage.
Deflect Missiles. 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 Dex mod + 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 atleast 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.
Ability Score Improvement. +1Dexterity, +1 Charisma
Slow Fall. 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. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike. 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.
Breath Weapon. When you reach 6th level in this class, you have learned how to recreate a dragon's breath through your psychic abilities. As an action, you can spend 3 ki points to exhale destructive energy in a 30-foot cone. Each time you use this ability, you may choose whether it deals cold, lightning, fire, or thunder damage. Each creature in the area of the exhalation must make a Dexterity saving throw ( if the damage type is lightning or fire) or a Constitution saving throw (if the damage is cold or thunder). A creature takes 3d8 damage on a failed save, or half as much on a successful one.
You can spend additional ki points to strengthen your breath. for each Ki point you spend, your breath deals an extra 1d8 damage. The maximum number of Ki points you can spend on your breath is equal to half your monk level (rounded down).
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.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

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Created by

MadKano.

Statblock Type

Character Sheet (Legacy)

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