Remove these ads. Join the Worldbuilders Guild

Arthria

Shadow Monk 6 Class & Level
Child Of Spiders Background
Spider Devil Race
LE Alignment

Strength 8
-1
Dexterity 18
+4
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+2 Strength
+7 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
-1 Athletics
+1 Deception
+0 History
+6 Insight
+4 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+3 Perception
+1 Performance
+4 Persuasion
+0 Religion
+4 Sleight of Hands
+7 Stealth
+9 Survival
skills Weaver's Tools, Cook's Utensils (Expert), Common, Undercommon, Old Tongue (Partial) proficiencies

 
17
Armor Class
39
Hit Points
+4
Initiative
55
Speed
Spider Legs: reach 1d20+7 1d6+1d4+4
Spear: thrown (20/60) 1d20+7 1d8+4
Attacks
Simple Weapons
Short Swords
Proficiences
10 darts
Waterskin
6 days rations
Backpack
10 torches
1 tinderbox
Cook's Utensils
Weavers tools
Silken clothes
A piece of chitin with Mother's emblem engraved.
850 gp
A brooch given by Mother.
Spear

Total: 26 lbs
Equipment
I feel at peace when wrapped in a cocoon of web or surrounded with small spiders.
I like to toy with individuals of lower status or strength than me.
Personality Traits
Brood. I serve my brood and Mother's word is law. (Lawful)
Ideals
I somehow got noticed by Mother... For better or worse.
Bonds
I find Luxa so utterly irresistible, I could almost eat them...
Flaws
Darkvision 60ft
Spiderclimb
Advantage against being Charmed
Web Walking
Poison Resilience
Spider Legs (Reach, Finesse natural weapons dealing 1 piercing + 1d4 poison damage)
Charming Monster. (You are incredibly alluring to other creatures of the opposite gender. When conversing with a humanoid of the opposite gender you gain advantage when trying to persuade them to do something.)
Web Weaving (You can weave a cocoon to sleep in, taking 10 mins.)
Ki (6) (DC=14):
. 1 Ki for bonus action dodge.
. 1 Ki for Flurry of Blows.
. 1 Ki for bonus disengage or dash. Jump doubled.
. 2 Ki for Darkness, Silence, Darkvision or Pass Without a Trace
. 1 Ki when you hit a creature for Con Save or they are Stunned.
Deflect Missile (reaction 1d10+10 )
Slowfall (30 damage)
Once per Long Rest: Alarm
Extra Attack
Mobile
Magic Punch
Shadow Step
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.

Statblocks for your spells.

Level 0 Spells

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Alarm

1-level Abjuration (ritual)

Casting Time 1 minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials A tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Ranger, Wizard

PHB, page 230

Darkness

2-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 10 minutes
Components V, M
Materials Bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

  If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

  If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Class(es): Sorcerer, Warlock, Wizard

Silence

2-level Illusion (ritual)

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to 10 minutes
Components V, S

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Class(es): Bard, Cleric, Ranger

PHB, page 230

Darkvision

2-level Transmutation

Casting Time 1 action
Range Touch
Duration 8 hours
Components V, S, M
Materials Either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Class(es): Druid, Ranger, Sorcerer, Wizard

Pass without Trace

2-level Abjuration

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials Ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger

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


Created by

ProblemChild.

Statblock Type

Character Sheet (Legacy)

Link/Embed