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Brucemann Batt

Monk 3 Class & Level
Acolyte Background
Human Race
Alignment

Strength 16
+3
Dexterity 17
+3
constitution 15
+2
intelligence 13
+1
wisdom 13
+1
charisma 9
-1
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+3 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+1 Arcana
+5 Athletics
-1 Deception
+1 History
+3 Insight
-1 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+1 Perception
-1 Performance
-1 Persuasion
+3 Religion
+3 Sleight of Hands
+5 Stealth
+1 Survival
skills Athletics Insight Religion Stealth proficiencies

 
14
Armor Class
24
Hit Points
+3
Initiative
40/30
Speed
Dart 1d20+5 1d4+3
Quaterstaff d20+5 1d6+3
Unarmed Strike 1d20+5 1d4+3
Attacks
Tinkers Tools

Shortsword & Simple Weapons

Common, Draconic, Infernal, Orc
Proficiences
3 Ki Points
Spellcasting

Heroes Enabled

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

DnD 5e

Extending Quaterstaff

Weapon

Varies Enchantment

It folds down to a six inch sized bar and can be drawn to its full length as a bonus action. As an action, the staff can extend double to a 10ft long staff. Attacks count as magical with this weapon.

A bright red and gold gilded staff, with a motif of monkeys and bamboo stalks.

Type Damage Damage Range
Simple Melee 1d6+ (Dexterity Moifier) Bludgeoning

Cost: 1 PP
Weight: 3lb

The statblocks of your class features

Monk (Way of Shadow)


Hit Points

Hit Dice: d8 per Monk (Way of Shadow) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Overview & Creation

"Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does." ~PHB, Page 76   This block details the Way of Shadow directly.  

Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned and spent your formative years. Consider why you left.   In addition to the (paraphrased) details from the PHB, consider why you seek to follow the Way of Shadow (or why you have already chosen this path). What are the implications of such a choice?  

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.  
  • Dexterity is for your AC from Unarmored Defense, your Martial Arts damage, and many of your weapon choices are Finesse weapons and thus make use of Dexterity.
  • Wisdom is for your Ki ability and most things related to Ki, as well as your Unarmored Defense.
  • When choosing a background, it is ultimately up to you as a player. Acolyte is also good for a monk. Way of Shadow monks are also interesting when using Charlatan, Criminal, or Urchin from the PHB. Faceless from Descent Into Avernus, and many of the backgrounds from SCAG also are interesting options for monks seeking Way of Shadow.


Class Features

Monk Abilities

The following abilities are granted to you at certain monk levels.  

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons. Your monk weapons 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 you aren't wearing armor or wielding a shield.
  • You may use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You may roll the martial arts dice as seen on the table below in place of your normal damage for your unarmed strikes or monk weapon. This dice changes as you gain levels in this class.
  • When you take the Attack action on your turn with an unarmed strike or monk weapon, you may make a unarmed strike as a bonus action.
 

Ki

Starting at 2nd level, your training allows you to harness the mystical energy of ki.
  • You have a number of ki points as represented by your Monk level, and also shown below on the table.
  • You may spend these points to fuel various ki features. At 2nd level, you start with Flurry of Blows, Patient Defense, and Step of the Wind. All ki abilities will be detailed at the end of this class features list.
  • You regain any spent ki points by finishing a short or long rest, during which you spend at least 30 minutes meditating.
  • Some ki features require your target to make a saving throw. Your Ki Save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
 

Unarmored Movement

Starting at 2nd level, your speed increases based on your monk level. This can be seen in the table below, and starts at 10 feet. It increases to 15 at 6th level, 20 at 10th level, 25 at 14th level, and 30 at 18th level. At 9th level, you can move along vertical surfaces and across liquids without falling during the move.  

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when hit with a ranged attack. When doing so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level. Should you reduce the damage to zero, you catch the missile if it is small enough to hold in one hand and you have at least one hand free.  

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th levels, you may increase any one ability score by 2, two different ability scores by 1, or, if your DM allows it or uses them, take one feat for which you qualify. You cannot increase a score above 20.  

Slow Fall

Beginning at 4th level, you may use your reaction when you fall to reduce the falling damage you take by five times your monk level.  

Extra Attack

Beginning at 5th level, you can attack twice whenever you take the Attack action.  

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the sake of overcoming resistance/immunity to non-magical weapons.  

Evasion

Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to avoid damage, you now take no damage on a success and half on a failure.  

Stillness of Mind

Starting at 7th level, you may use an action to end one effect on yourself causing you to be charmed or frightened.  

Purity of Body

At 10th level, your mastery of the ki flowing through you grants immunity to disease and poison.  

Tongue of the Sun and Moon

Starting at 13th level, you you learn to touch the ki of other minds and as a result can understand all spoken languages. Moreover, any creature that can understand a language can understand you.  

Diamond Soul

Starting at 14th level, you gain proficiency in all saving throws.  

Timeless Body

At 15th level, your ki sustains you. You suffer no effects of old age, cannot be aged magically, and do not require food or water. You may, however, still die of old age.  

Empty Body

At 18th level, you gain two new ki abilities to become invisible or duplicate the astral projection spell. This is detailed at the end of the class features list.  

Perfect Self

At 20th level, when you roll for initiative and have no ki remaining, you regain 4 ki.  

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. Some call themselves ninja or shadowdancers, and typically serve as spies and assassins. The following are the features you gain under the Way of Shadow, in order.  

Shadow Arts

Starting at 3rd level, when you begin on the Way of Shadow, you may use your ki to duplicate the effects of certain spells (see below). Further, you gain the minor illusion cantrip.  

Shadow Step

At 6th level, you have the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action you may teleport up to 60 feet to an unoccupied space of dim light or darkness that you can see. You then have advantage on the first melee attack you make before the end of the turn.  

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When in an area of dim light or darkness, you may use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter bright light.  

Opportunist

At 17th level, you can exploit a momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by a creature other than you, you may use your reaction to make a melee attack against that creature.  

Ki Abilities

You may spend ki points to use these abilities.  

Flurry of Blows

2nd Level
Costs 1 Ki
Immediately after you take the Attack action, you may make two unarmed strikes as a bonus action.  

Patient Defense

2nd Level
Costs 1 Ki
You take the Dodge action as a bonus action.  

Step of the Wind

2nd Level
Costs 1 Ki
You take the Dash or Disengage action as a bonus action and your jump distance is doubled for the turn.  

Throw Missile

3rd Level
Costs 1 Ki
If you catch a missile with your Deflect Missiles ability, you may spend 1 ki point to immediately throw the caught ammo or weapon as a part of the same reaction. This attack is made with proficiency, and the missile counts as a monk weapon. The normal range is 20 feet, the long range is 60 feet.  

Shadow Arts

3rd Level
Costs 2 Ki
As an action, you can cast any one of the following spells without providing material components.
  • Darkness
  • Darkvision
  • Pass Without Trace
  • Silence
 

Stunning Strike

5th Level
Costs 1 Ki
When you hit another creature with a melee attack, you may attempt a stunning strike. The target must succeed a Constitution saving throw or be stunned until then end of your next turn.  

Diamond Soul

14th Level
Costs 1 Ki
Should you make a saving throw and fail, you may use this ability to reroll it and take the second result.  

Empty Body Invisibility

18th Level
Costs 4 Ki
You use your action to become invisible for 1 minute ( or 10 rounds). During this time, you have resistance to all damage except for force damage.  

Empty Body Astral Projection

18th Level
Costs 8 Ki
You use your action to cast astral projection without the need for material components. You cannot take other creatures with you.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts


LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4--Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Movement
3rd+21d43+10 ft.Deflect Missiles, Shadow Arts
4th+21d44+10 ft.Ability Score Improvement, Slow Fall
5th+31d65+10 ft.Extra Attack, Stunning Strike
6th+31d66+15 ft.Ki-Empowered Strikes, Shadow Step
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement Improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Cloak of Shadows
12th+41d812+20 ft.Ability Score Improvement
13th+51d813+20 ft.Tongue of the Sun and Moon
14th+51d814+25 ft.Diamond Soul
15th+51d815+25 ft.Timeless Body
16th+51d816+25 ft.Ability Score Improvement
17th+61d1017+25 ft.Opportunist
18th+61d1018+30 ft.Empty Body
19th+61d1019+30 ft.Ability Score Improvement
20th+61d1020+30 ft.Perfect Self

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to all
Size Tiny
Speed 30ft

Languages. Common, +1 of your choice

Statblocks for companions, followers and other allies.

Kallista

Warlock 5 Class & Level
Cloistered Scholar Background
Mephistopheles Bloodline Tiefilng Race
Alignment

Strength 8
-1
Dexterity 10
+0
constitution 14
+2
intelligence 12
+1
wisdom 15
+2
charisma 17
+3
Total Hit Dice 3
Hit Die
1d8+2
+3 proficiency bonus
-1 Strength
-1 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+3 Arcana
-1 Athletics
+3 Deception
+3 History
+2 Insight
+3 Intimidation
+3 Investigation
+2 Medicine
+1 Nature
+2 Perception
+3 Performance
+3 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills Arcana History Investigation Religion proficiencies

 
11
Armor Class
38
Hit Points
+0
Initiative
30
Speed
Dagger 1d20+1 1d4+0 Piercing
Light Crossbow 1d20+1 1d8+0 Piercing
Attacks
Simple Weapons
Light Armor
Shield
Languages: Common; Draconic; Elvish; Infernal
Proficiences
Charisma
Spell Save 13 DC
Spell attack bonus +5
Spellcasting
Pouch; 1x Crystal; 1x Small Knife; 1x Leather Armor; 20x Crossbow Bolts; 1x Scholar Robes; 1x Ink pen; 1x Bag of Sand; 10x Parchment; 1x Backpack; 1x Ink; 1x Healing Potion; Adventurers Guild Card
Equipment
No sense of direction
Naive
Flaws
Darkvision 60ft
Damage Resistance: Fire

Features & Traits

Heroes Enabled

Statblocks for your spells.

Level 0 Spells

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
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. I you create a sound, it's 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 that 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

PHB: P. 230

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, up to 10 minutes
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.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 230

Darkvision

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Either a pinch of dried carrot or an agate
Duration: 8 hours
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.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

PHB: P. 264

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Druid, Ranger

PHB: P. 275

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes

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.
Available for: Bard, Cleric, Ranger

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


Created by

Mr_Noir.

Statblock Type

Character Sheet (Legacy)

Link/Embed