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Flick-of-the-Tail

Monk 6 Class & Level
Weaveborn Background
Tabaxi Race
CG Alignment

Strength 10
+0
Dexterity 20
+5
constitution 12
+1
intelligence 8
-1
wisdom 12
+1
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+4 Strength
+9 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+9 Acrobatics
+5 Animal Handling
+0 Arcana
+1 Athletics
+1 Deception
+3 History
+5 Insight
+1 Intimidation
+0 Investigation
+2 Medicine
+3 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+6 Sleight of Hands
+9 Stealth
+5 Survival
skills Acrobatics History Insight Nature Perception Stealth Survival proficiencies

 
17
Armor Class
38
Hit Points
+5
Initiative
50/40 climb
Speed
NameATK BonusDamage
Quarterstaff (+1 Dex) (b) 1d20+8 1d6+5
Quarterstaff 2-handed (+1D) (b) 1d20+8 1d8+5
Macuahuitl 1d20+8 1d6+5 1d8>damg -> 1d6 bleed 3 r
Paw/Claw (b/s) 1d20+8 1d6+5
Dart 20/60 1d20+8 1d4+5
Attacks
Simple weapons and short swords
Musical instrument: Flute
Languages: Maker Tongue
Proficiences
Ki Save DC12
Spellcasting
Quarterstaff (+1 Dex rune)
Runic Bracers of Armour (+1AC)
Stone of Good Luck (+1 abitlity & save)
Explorer's Pack
Fishing Tackle
Brass-shod, dark wood long bass flute
Green & yellow waterproof rune cowl
Fine silk Aaracokra robe, white with red geometric designs
Pouch of ball bearing (47)
4 Coven charms
50' best vine
Steel hand mirror
Potion of healing
Potion of Thick Skin
Potion of Unusual Size
Potion of Flying

Equipment
Upbeat and optimistic. Likes to entertain.
Trusting of strangers. No sense of others' personal space
Personality Traits
We can work together and pull through. People are innately good, but can be corrupted by structures of power
Ideals
Loyal to the Coven who fostered him
Will put up with a lot of shit from proven friends
Bonds
Hydrophobic
Wears trauma lightly, but increasingly a conspiracy theorist
Flaws
Feline Agility: double movement speed for 1 round. Recharges after a round without moving
Weaveborn: +2 influence
Darkvision: 60'

Ki Skills - Bonus Actions
- Furry of Blows: Two unarmed strikes
- Patient defence: Dodge
- Step of the Wind: Dash
- Furry of Blows: Two monk attacks
- HAND OF HEALING
- HAND OF HARM

Ki Skills - Reactions
Deflect missiles: Reduce missile damage 1d10+7
+ Throw back: (1K) Range 20/60 1d20+7

SLOW FALL
Beginning at 4th level, 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.

QUICKENED HEALING
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

EXTRA ATTACK
At 5th level, you can attack twice whenever you take the Attack action on your turn.

STUNNING STRIKE
At 5th level, you can interfere with the flow of ki in another creature'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 Constitution saving throw or be stunned until the end of your next turn.

FOCUSED AIM
When you miss with an attack, spend 1 to 3 ki to increase the roll by 2 to 6

KI EMPOWERED STRIKES
Unarmed strikes count as magical for the purpose of overcoming damage resistance and immunities.

HAND OF HEALING
- Action + 1 Ki touch to heal 1d6+Wis
- Furry of Blows replace 1 attack for the same effect

HAND OF HARM
- On a hit, spend 1 ki to add necr damage 1d6+Wis

PHYSICIAN'S TOUCH
- Hand of Healing also end one disease or blinded, deafened, paralysed poisoned or stunned
- Hand of Harm add the poisoned condition

MAGIC INITIATE - Cleric
DC 12 - SAB +4
You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Light; Guidance; Cure Wounds
Features & Traits

Heroes Enabled

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

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


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

SRD

Potion of Flying

Potion Very Rare

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it


 

DnD 5e SRD

Potion of Growth

Potion Uncommon

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Weight: 0.5lbs


 

Disguise Kit

Tool Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp Weight: 3 lb


 

Explorer's Pack

Adventuring Gear Common

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

Cost: 10 gp Weight: 59 lb


 

Fishing Tackle

Adventuring Gear Common

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Cost: 1gp Weight: 4lb


 

The statblocks of your class features

Monk


Hit Points

Hit Dice: d8 per Monk level
Hit Points at first Level: 1d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: choose one type of artisans tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: choose two from Acrobatics, Athletics, History, Insight, Religion, and stealth

Starting Equipment

You star with the following equipment in addition the the equipment granted by your background   (a) a shortsword or (b) any simple weapon (b) a dungeoneers pack or (b) an explorers pack 10 darts

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tabaxi

Ability Score Increase +2 Dex, +1 Cha
Size Medium
Speed 30ft, Climb 20 ft

Age: Tabaxi reach adulthood in their late teens and live less than a century.   Size: Tabaxi are taller on average than humans and relatively slender. Your size is Medium.   Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talents: You have proficiency in the Perception and Stealth skills.

Languages. Common, Beastial, 1 other of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB pg. 220

Burning Hands

1-level Evocation

Casting Time: 1 Action
Range/Area: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer, Wizard

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


Created by

jamrober.

Statblock Type

Character Sheet (Legacy)

Link/Embed