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Jic Yook

Monk 7 Class & Level
Hermit Background
Changeling Race
Neutral Evil Alignment

Strength 10
+0
Dexterity 15
+2
constitution 10
+0
intelligence 11
+0
wisdom 15
+2
charisma 14
+2
Total Hit Dice 7
Hit Die
1d8+0
+3 proficiency bonus
+2 Strength
+5 Dexterity
-1 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+0 Arcana
+2 Athletics
+5 Deception
+0 History
+2 Insight
+5 Intimidation
+0 Investigation
+5 Medicine
+0 Nature
+2 Perception
+2 Performance
+2 Persuasion
+3 Religion
+5 Sleight of Hands
+7 Stealth
+2 Survival
skills Stealth Religion Intimidation Deception Medicine proficiencies

 
16
Armor Class
35
Hit Points
+2
Initiative
30
Speed
Attacks
Simple weapons, shortsword

Herbalist Kit

Common, Elfish, Dwarfish, Infernal

Unarmed movement- 100ft

Ki DC save- 13
Proficiences
Way of the Open Hand

Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It can’t take reactions until the end of your next turn.

Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
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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.

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.
Spellcasting
Mace
Dungeoneers pack and Herbalism kit
10 Darts
A scroll case stuffed full of notes from your studies or prayers
a winter blanket
a set of common clothes
20 gp
Equipment
Jic is secretive and doesn't trust his secrets with anyone, even people closest to him. He doesn't see the need to explain himself to others. When he sees something that needs to get done he would rather do it himself.
Personality Traits
He believes that he and his cult should be the only magic users left. They believe that magic is being misused and should only be used by leaders to keep others in line. Healing magic is a curse and an insult to all magic users.
Ideals
The only people he associates with are people in his cult.
Bonds
Jic doesn't listen to others and is very stubborn. Being in a cult and being the cause of disappearances all around Fallway is also a huge flaw.
Flaws
• Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection

• Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: 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]
[block: 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]
[block: assuming you haven’t already taken a bonus action this turn.   Slow Fall Beginning at 4th level]
[block: 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]
[block: whenever you take the Attack action on your turn.   Stunning Strike Starting at 5th level]
[block: 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]
[block: your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Evasion At 7th level]
[block: and only half damage if you fail.   Stillness of Mind Starting at 7th level]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

[block: ]

Created by

Azuri.

Statblock Type

Character Sheet (Legacy)

Link/Embed