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Zana of the Stars

Monk 4 Class & Level
Explorer Background
Rock Gnome Race
Alignment

Strength 8
-1
Dexterity 16
+3
constitution 14
+2
intelligence 12
+1
wisdom 14
+2
charisma 13
+1
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+1 Arcana
-1 Athletics
+1 Deception
+1 History
+2 Insight
+1 Intimidation
+3 Investigation
+2 Medicine
+1 Nature
+2 Perception
+1 Performance
+1 Persuasion
+1 Religion
+3 Sleight of Hands
+5 Stealth
+4 Survival
skills Saving Throws: Strength, Wisdom
Skills: Acrobatics, Investigation, Stealth, and Survival
Advantages (roll twice and take the higher number}: Intelligence, Wisdom, and Charisma saving throws against magic.
Other:Add an extra 2 to any History checks related to magic items, alchemical objects, or technological devices. proficiencies

 
15
Armor Class
31
Hit Points
+3
Initiative
35
Speed
WeaponAction (and Ki Points)Range (normal/disadvantage)Attack BonusDamage
Dart1A20/60 feet 1d20+5 ranged 1d4+3 piercing
Quarterstaff1A5 feet 1d20+5 1d8+3 bludgeoning
Unarmed strike1A or 1 Bonus Action (when attacking as action)5 feet 1d20+5 1d4+3 bludgeoning
Radiant Sun Bolt1A30 feet 1d20+5 1d4+3 radiant
Flurry of Blows1 Bonus Action (for 1 Ki Point)5 feet 1d20+5 1d4+3 bludgeoning
Deflect Missiles1 Reaction - 1 Ki Point to throw it back if damage is reduced to 020 feet 1d20+5 to hit (with use of Ki Point) 1d10+7 reduced damage
Attacks
Tools: Mason's Tools, Smith's Tools, Tinker's Tools

Languages: Common, Gnomish, Celestial

Weapons: Simple weapons, shortsword

Armor: none
Proficiences
As a monk, you have 4 Ki Points that regenerate every short rest. These Ki Points can be used for a variety of actions and features, listed below.

As a Bonus Action:

  • Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. (or Radiant Sun Bolts)

  • 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.


As a Reaction:
  • Deflect Missiles - You can deflect or catch a missile when you are hit by a ranged weapon. If you reduce the damage to 0, you can use a Ki Point to throw the missile back. Otherwise, catching does not use a Ki Point.

Spellcasting
Weapons:

  • 10 darts

  • Quarterstaff

Tools: Tinker's Tools
Items:

  • Backpack

  • 50 feet of hempen rope

  • Crowbar

  • Torch

  • Tinderbox

  • Hammer

  • Piton

  • Rations (10 days worth)

  • Waterskin

Money: 70 gold pieces
Equipment
I believe in science, not magic.
Ideals
Unarmored Defense: Your armor class is higher when not wearing armor

Slow Fall You can use your Reaction when you fall to reduce any falling damage by 20.

Dark Vision: You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore Add an extra 2 to any History checks related to magic items, alchemical objects, or technological devices.

Tinker: You are proficient with tinker's tools and can use them to construct tiny clockwork devices.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Monk - Way of the Sun Soul


Hit Points

Hit Dice: d8 per Monk - Way of the Sun Soul level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 per level + your Constitution modifier

Proficiences

Armor: None
Weapons: Simple weapons, shortsword
Tools:
Saving Throws: Strength, Dexterity
Skills:

Class Features

Ki Points

Your training allows you to channel the mystic energy of ki. Your access to this power is represented by a number of ki points. You have a 4 Ki Points. When you spend a ki point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended ki back into yourself. You must spend at 30 minutes of the rest meditating in order to regain ki.  

Ki Powers;

  Flurry of Blows: Immediately after taking the Attack action on your turn, you may spend 1 ki point to make two more 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. When you do so, your jump distance is doubled for the turn Deflect Missiles: You may use your reaction when you are kit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free. If you catch a missile in this way, can spend 1 ki point to make a ranged attack with the weapon or ammunition as part of the same action. You make this attack with proficiency, and treat the missile as a monk weapon for this attack.  

Slow Fall:

You may use your reaction to reduce any falling damage by 20  
 


Subclass Options

Way of the Sun Soul

 

RADIANT SUN BOLT

You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. Its damage is radiant, and its damage die is a d4.   When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Rock Gnome, Gnome Subrace

Ability Score Increase +1 Con
Size Tiny
Speed

  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
  • Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.   Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

midnight_kitti.

Statblock Type

Character Sheet (Legacy)

Link/Embed