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Kai Valaunza

Monk/ Battle Mage 5 Class & Level
Urchin Background
Human Race
Chaotic Neutral Alignment

Strength 18
+4
Dexterity 17
+3
constitution 15
+2
intelligence 13
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice
Hit Die
1d+2
+3 proficiency bonus
+1 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+3 Athletics
+3 Deception
+3 History
+3 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills Languages: Undercommon, Infernal, Goblin, and Celestial proficiencies

 
16
Armor Class
31
Hit Points
+0
Initiative
40
Speed
WeaponDamage
Staff1d8
Martial Arts1d6
Darts1d4
Dagger1d4
Attacks
Total Ki points-5
Total Battle Points-3
Total Lucky Points-3
Proficiences
Spell Save- 12 | Spell Attack Bonus- 4 | Ki Save- 13

Tools: Disguise Kit, Brewers tools
Spellcasting
Healing Stone, Commoner’s Clothes,
Equipment
[B]Background Feature:[B/]
City secrets,-
understand the flow of cities and can find passages others cannot, when not in combat, you can lead companions through cities twice as fast as normal
[B]Feats:[B/]
Lucky- you get 3 luck points that can give you or your companions advantage on any rolls, regained every long rest
Features & Traits

Heroes Enabled

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

Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

SRD

Rat

Tiny beast, unaligned
Armor Class 10
Hit Points 1 1d4-1
Speed 20ft

STR
2 -4
DEX
11 0
CON
9 -1
INT
2 -4
WIS
10 0
CHA
4 -3

Senses darkvision 30 ft., passive Perception 10
Challenge 0 (10 XP)


Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

Statblocks for race/species of the character.

Human

Ability Score Increase Your ability scores each increase by 1.
Size Medium
Speed 30ft.

Humans are the most common and numerous race in the world of Elysium, present in almost each land and continent, coming in a large variety of different shapes and sizes.  

Limited Time, Limitless Potential

Regardless of their origin, all Humans bear the misfortune of having the shortest lifespan of all ruling races, reaching just shy of 100 years. Perhaps it is their limited time on this world which pushes each individual to explore, learn and experience as much as possible. Humans have the potential to learn and excel in nearly all walks of life, from art, combat, mysticism, science and everything in between. This potential is something that the Human race can boast above any other ruling race in the world.  

HUMAN VARIANTS

Select one of the following Variants when creating your Human Character and apply the mentioned modifiers.  

Avalonian Humans

The Humans in the land of Avalon are spread out but all of them originate from one of the 5 Human Kingdoms in the North-Eastern region of the land.

Lioncross Humans

Lioncrosians or 'Crossers' as they are sometimes called, originate from the central Human Kingdom of Lioncross, the largest of the 5 and the seat of the Human King. Lioncrosians are people of faith and spiritual devotion, worshiping a number of gods with Holy Father Vox and Holy Mother Emara being the most popular and the "official" religion of the kingdom.  
Ability Score Modifier : Your Wisdom score is increased by 1   Languages : You can read and write Common and one extra language of your choice   Skills : You gain Proficiency in the Religion skill   Starting Items : You start with a holy symbol representing a deity of your choice
 

Eagleblade Human

Eaglebladians or 'Eagles' as they are sometimes called, originate from the South-Western Human Kingdom of Eaglebalde, considered to be the wealthiest of the 5 and home to the famous(sometimes infamous) Merchant's Guild. Eaglebladians are a folk based on trade and enterprise, it is said that no matter the situation or environment, an Eagle will always find a way to make some coin. While it is not untrue that many such individuals would resort to less than savory means of earning their keep, the vast majority obtain their income as a fruit of their labor and skills, the Merchant's Guild valuing such individuals highly.  
Ability Score Modifier : Your Charisma score is increased by 1   Languages : You can read and write Common and one extra language of your choice   Skills : You gain Proficiency in one skill of your choice and one type of Artisan's Tools.   Starting Items : You start with a set of Artisan's Tools you are proficient in and 20 gp
 

Mystraven Human

Mystravians or 'Ravens' as they are sometimes called, originate from the North-Eastern Human Kingdom of Mystraven which consists mostly of port-towns and is known to be a haven to pirates, slavers, criminals and other less-than-honest individuals. Life in Mystraven is harsh and unjust, those who do not learn to hold their own will eventually end up living amidst the rats or in indebted servitude to others. For those who learn the 'tools of the trade', they will discover that a comfortable life is well within their reach even if they have to step on the lives of others in the process.  
Ability Score Modifier : Your Dexterity score is increased by 1   Languages : You can read and write Common and one extra language of your choice. You also know Gutterspeach(Thieves' Cant), a surreptitious language of codes, expressions and phrases used by the criminal underworld.   Skills : You gain Proficiency in the Deception skill and either Navigator's Tolls or Thieves' Tools.   Starting Items : You start with either a set of Navigator's Tools or Thieve's Tools, whichever you are proficient in as well as a set of maritime clothes
 

Wolfkore Humans

Wolfkorians or 'Korers' as they are sometimes called, originate from the South-Eastern Human Kingdom of Wolfkore known for its military might and form of martial justice. A Wolfkore born-and-bred Human typically boasts considerable strength and martial prowess, said to be capable of going toe-to-toe with the strongest of Orcs. While many on the outside would be quick to judge the harsh law and perceived 'oppression' its civilians, there is no doubt that this military disciple has produced some of the finest warriors and soldiers of the land.  
Ability Score Modifier : Your Strength score is increased by 1   Languages : You can read and write Common and one extra language of your choice. You are also familiar with military-related jargon and signals.   Skills : You gain Proficiency in the Athletics skill and one Martial Weapon of your choice.   Starting Items : You start with a Martial Weapon which you are proficient with.
 

Winterpeak Humans

Winterpekians or 'Winterers' as they are sometimes called, originate from the North-Western Human Kingdom of Winterpeak, a haven for mages and the mystically gifted. Magic is seen as both a common commodity and a mark of aristocracy in Winterpeak, the oldest families and houses known to have cultivated lineages of sorceress for as long as anyone can remember. Very rarely, an individual with vast, innate magical talent arises somewhere in the land. These individuals, known as Mageborns, are highly sought after by the Amethyst Council, an old order of powerful wizards and the ruling body of Winterpeak.  
Ability Score Modifier : Your Intelligence score is increased by 1   Languages : You can read and write Common and one extra language of your choice. You are also familiar with Arcanum, a 'language' used by spellcasters to invoke spells. You can understand the meaning behind the spoke words or the written glyphs even if you do not necessarily posses the ability to cast spells.   Skills : You gain Proficiency in the Arcana skill and gain the ability to innately cast one Cantrip of your choice from the Wizard Spell List, Intelligence being your Spellcasting Ability for the spell.   Starting Items : You start a with tome of "Mystical Basics and Arcane Lore".
 

Smerak'aan Humans

Smerak'aans are a race of Humans that originate from the Broken Smerak Isles, a cluster of small and large islands boasting an exotic environment consisting of tropical jungles and wast deserts. A typical Smerak'aan will boast darker skin color with either black, white or gray hair commonly braided and dreaded and decorated with an assortment of simple jewelry. They 'decorate' their features with a small number of simple golden piercings and rings as well as tattoos. The eyes of all Smerak'aans boast a dull grey-ish color, making it appear as if the individual would be blind though there are some who display a different coloration as a result of having a non-islander ancestor. There are very rare individuals who boast an odd, saurian-like pupil with an orange-gold iris, a mark of having some dominant genes of an old, believed to be extinct breed of Smerak'aans typically dubbed 'Imperial Smerak'aan' or 'Imperials' for short. Due to their bloody history, this trait is seen as a mark of shame and is considered to be a sign that the individual was born under a curse by more superstitious folk.   Aside from their exotic appearance, all Smerak'aans are born with a curiosity and love of exploration and riches, many becoming sailors, merchants and even pirates or slavers with the express intent of wandering and seeing as much of the world as possible and amassing sizable wealth in the process. Most are also quite flamboyant by nature, wearing colorful clothes and often speaking in a flowery manner, especially when speaking about their homeland and history of their people.  
Ability Score Modifier : Your Dexterity or Charisma score is increased by 1   Languages : You can read and write Common and Smerak'aan.   Skills : You gain Proficiency in the History, Performance or Persuasion skill and with either the Alchemist's Supplies, Cartographer's Supplies, Jeweler's Tools or Navigator's Tools.   Starting Items : You start with a set of tools which you are proficient in and a set of colorful Smerak'aan clothes. You also start with 1d4 small gemstones or jewelery, each worth 20gp
 

Kyuudon Humans

Kyuudons, also known as Easterners or Kyuudon-Jin, are a race of Humans that hail from the distant lands of Kyuudon in the far East known for its history of isolationism and civil in-fighting which has left most of its regions in ruin. A typical Kyuudon-Jin boasts slender and sharp, almost Elf-like, features with pale, yellow-ish skin and dominantly darker hair colors which are in contrast with their bright and colorful eyes. They are often clean shaven or boast very little and sparse facial hair as it is considered a sign of aging and is often worn by elders. Women also typically keep their hair on the shorter side for the same reason and often displaying flowery decorations as a mark of beauty, long hair being common among older women.   While they maintain their natural features in a rather simplistic fashion, the Kyuudon-Jin keep their clothing in a much finer and neater condition, one's attire being seen as a reflection and symbol of one's inner self, "Clean clothes for a clean soul" as their expression goes. They often drab themselves in green and gold as they are seen as colors that bring luck, joy and success in life. Aside from their appearance, the Kyuudon-Jin are a tight-lipped and rather rigid folk, very rarely traveling outside of their homelands without reason and highly mistrusting of outsiders. However, when they do find themselves on foreign soil, they are highly respectful of the land's laws and customs and expect the same grade of respect in return for theirs, offending a Kyuudon-Jin is seen as a grave insult and it's not uncommon for them to demand reparation in the form of humble apologies or even satisfaction by combat.  
Ability Score Modifier : Your Dexterity or Wisdom score is increased by 1   Languages : You can read and write Common and Kyuudon.   Skills : You gain Proficiency in the Insight skill and one other skill of your choice as well as with the Calligrapher's Supplies if male or Weaver's Tools if female.   Starting Items : You start with a set of Kyuudon clothes and a set of fine Kyuudon clothes. You also start with a set of Calligrapher's Supplies if male or Weaver's Tools if female.  

Neverwhere Humans

The Northerners of Neverwhere hail from their frozen land in the far North, a harsh place where the sun rarely shines and the winds are always howling. A typical Northerner will boast above-average height and a strong body-frame with slightly pale skin and predominantly light hair-colors. Their eyes are mostly dark brown but there are some who display a blue or shade of blue in either one or both eyes, a sign of inbreeding with Nord Elves. The wast majority wear their hair long and shaggy, akin to the matted fur of a beast and men pair this with beards braided in a Dwarven-like fashion. Ever so rarely, one can find a Northerner with red hair which is seen as a being 'touched by the Metal God' and the promise of a great and glorious destiny.   Life in the Northern lands of Neverwhere is never easy and there are few places which provide hospitable living conditions, as such most Northerners are organized as wandering tribes, traveling where the weather is least hostile and settling until this changes or until they are forced out by rival tribes or dangerous beasts and monsters of the land. Due to such a harsh lifestyle, they have developed a rather simplistic warrior-like culture where the strong survive. Metalwork is highly valued among them as strong arms and armor are a necessity for survival in these parts and a finely crafted piece is seen as a gift from their god. It is not uncommon for more adventurous and strong-willed Northerners to try their luck and sail beyond the tundra of their homeland, to explore nearby islands or, rarely, distant lands for resources which would help the survival of those back home. It is because of these voyages and their war-like attitudes that the Northerners have gained a reputation of 'savage raiders' and 'pillagers' among the outsiders, a reputation that they sincerely couldn't care less about.  
Ability Score Modifier : Your Strength or Constitution score is increased by 1   Languages : You can read and write Common and Nord.   Skills : You gain Proficiency in the Survival and Intimidation skills and with the Smith's Tools. You also gain Proficiency with a Martial Weapon of your choice if you don't already.   Starting Items : You start with a set of Smith's Tools and a trophy from a beast you have previously slain.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric, Sorcerer (Divine Soul)

Gust

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   * - which you take when you take acid, cold, fire, lightning, or thunder damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

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

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Level 2 Spells

Xanathar's Guide to Everything

Shadow Blade

2-level Illusion

Casting Time 1 bonus action
Range Self
Duration Concentration, Up to 1 minute
Components V, S

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


At higher levels: When you cast this spell using a 3rd- or 4th- level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th- level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Class(es): Sorcerer, Wizard, Warlock

Suggestion

2-level Enchantment

Casting Time 1 Action
Range 30ft
Duration up to 8 hours
Components V, M
Materials a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.   If you or any of your companions damage the target, the spell ends.

Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

AceNB.

Statblock Type

Character Sheet (Legacy)

Link/Embed