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Akimbo "Brah" G'obrah

Monk 4 Class & Level
Acolyte Background
Halfling Race
Lawful Good Alignment

Strength 8
-1
Dexterity 17
+3
constitution 14
+2
intelligence 10
+0
wisdom 14
+2
charisma 12
+1
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+6 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+0 Arcana
+1 Athletics
+1 Deception
+0 History
+4 Insight
+1 Intimidation
+0 Investigation
+4 Medicine
+0 Nature
+2 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills Acrobatics +5 Athletics +1 Insight +4, Medicine +4   Advantage on Deception and Performance checks when trying to pass yourself off as a different person   Advantage on saves against being frightened and poisoned. proficiencies

 
15
Armor Class
30
Hit Points
+3
Initiative
35
Speed
WeaponAttackDamageRangeType
Unarmed Strike 1d20+5 1d4+4 MeleeBludgeoning
Staff of Chills (2H) 1d20+5 1d8+4 MeleeBludgeoning
Staff of Chills (1H) 1d20+5 1d6+4 MeleeBludgeoning
Shortsword 1d20+5 1d6+4 MeleePiercing
Dart 1d20+5 1d4+4 20/60ft.Piercing
Attacks
Tools: Herbalism kit

Weapons: simple weapons, shortswords;
melee weapons of these types that lack the twohanded or heavy property are monk weapons for you.

Senses: Passive Perception 12
Proficiences
Become the Teapot (absorb elements)
Shape of the Flowing River (shape water)

Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice You can have up to five such effects active at a single time, as long as you maintain your concentration as though you were concentrating on a spell:

Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

Instantaneously light or snuff out a candle, a torch, or a small campfire.

Chill or warm up to 1 pound of nonliving material for up to 1 hour.

Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Spellcasting
MAGICAL: Shaft of Chills. Ignores the AC bonuses given by spells such as Mage Armor and Shield.
Can choose to deal frost damage instead of bludgeon

The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.

TOOLS: healer’s kit, herbalism kit

EQUIPMENT: bart's growth serum (1), holy symbol (red cord wrapped around wrists and hands), monk’s vestments and common clothing (gray), prayer beads, shortsword, darts (8)

GEAR: Backpack, bedroll, tinderbox, torches (3), pouch, waterskin, rations (5 days), soap, mess kit

MISC: Crystal (glows in moonlight), pet mouse :)
Equipment
You can find common ground between the fiercest enemies, empathizing with them and always working toward peace
Personality Traits
You always try to help those in need, no matter what the personal cost.
Ideals
Patron god: Trithereon
You are a member of the Order of the Gauntlet, seekers of justice who protect others from evildoers.


Everything you do is to protect the common folk.
Bonds
You place too much trust in those who profess to share your faith.
Flaws
Martial Arts. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

3 Ki (Recharges after You Finish a Short or Long Rest). You must spend at least 30 minutes of a rest meditating to regain them.

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.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action. If you
do so, 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 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.

---

Unarmored Defense. While you wear no armor and wield no shield, your AC equals 10 + your Dex modifier + your Wis modifier.

Unarmored Movement. While you wear no armor and wield no shield, your speed
increases above your normal (25 feet).

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and use the new roll.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Gastro

Tiny animal, lawful good
Armor Class 19
Hit Points 1
Speed 15ft Climb: 15ft

STR
1 -5
DEX
13 +1
CON
10 0
INT
2 -4
WIS
15 +2
CHA
2 -4

Senses Dakvision
Challenge 1/8


Keen Smell: The mouse has advantage on Wisdom (Perception) checks that rely on smell.



 

Statblocks for your spells.

Level 0 Spells

Evolving Cantrips

Gust

0-level (Cantrip) Evocation

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S

You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level. When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube. At 11th Level. This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet. At 17th Level. This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.

Class(es): Druid, Sorcerer, Wizard

PHB

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 feet
Duration Instantaneous, or 1 hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


 

Class(es): Druid, Sorcerer, Wizard

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


Created by

Bartholomew Smartasp.

Statblock Type

Character Sheet (Legacy)

Link/Embed