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Haku

Monk 12 Class & Level
Noble Background
Human Race
Neutral Good Alignment

Strength 14
+2
Dexterity 20
+5
constitution 16
+3
intelligence 11
+0
wisdom 12
+1
charisma 7
-2
Total Hit Dice 12
Hit Die
1d8+3
+4 proficiency bonus
+6 Strength
+9 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
-2 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
-2 Deception
+0 History
+4 Insight
-2 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
-2 Performance
-2 Persuasion
+4 Religion
+5 Sleight of Hands
+5 Stealth
+1 Survival
skills

 
16
Armor Class
59
Hit Points
+5
Initiative
50
Speed
WeaponAttack RollDamage
Nunchaku 1d20+9 1d8+5
Darts 1d20+9 1d8+5
Unarmed Attack 1d20+9 1d8+5
Attacks
Ki Save DC: 17
Proficiences
Fist of Unbroken Air - 2 Ki Points | 3d10

Fangs of the Fire Snake - 1 Ki Point
Attack converted to Fire damage

Flames of the Phoenix - 4 Ki Points | 8d6 | [Ki spell DC: 13]
[Casts Fly]
Spellcasting

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

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 1d 10 + 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 (range 20 feet/60 feet) 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.

Stunning Strike

Yu 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[\h1]Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

[h1Evasion

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

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

Your mastery of the ki flowing through you makes you immune to disease and poison.
Features & Traits

Heroes Enabled

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

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Created by

LecyBerdude.

Statblock Type

Character Sheet (Legacy)

Link/Embed