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Azula Firestorm

Monk 8 Class & Level
Noble Background
High Elf Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 15
+2
intelligence 8
-1
wisdom 12
+1
charisma 15
+2
Total Hit Dice 7
Hit Die 1d8+2
3 proficiency bonus
14 Passive perception
0 Strength
5 Dexterity
2 Constitution
-1 Intelligence
1 Wisdom
2 Charisma
saving throws
5 Acrobatics
1 Animal Handling
-1 Arcana
3 Athletics
2 Deception
2 History
1 Insight
2 Intimidation
-1 Investigation
1 Medicine
-1 Nature
4 Perception
2 Performance
5 Persuasion
-1 Religion
2 Sleight of Hands
2 Stealth
1 Survival
skills
16
AC
59
Hit Points
2
Initiative
45 walking
Speed
Proficencies. Armor:none. Weapons:Simple weapons, shortswords, longbows and shortbows,cloak of protection 1 AC,fesus quaterstaff does extra damage pray
bracer of defence .Tools:Musical instrument.
Languages: Elven, common, dwarven.
Proficiencies
WeaponAttackDamageType
Unarmed 1d20+5 1d6+2 Bludgeoning
Rapier 1d20+5 1d8+2 Piercing
Longbow 1d20+5 1d8+2 Piercing
Random roll 1d4 1d6 1d8 1d10 1d12 1d20 1d100 Attacks
Ki

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Max Ki: 7
Ki save DC: 13


Cantrips


Prestidigitation



Spellcasting
Bank: 3610 GP 182 PP
50ft Rope, 2 Healing Potion.
Equipment

Personality Traits

Ideals

Bonds

Flaws
Darkvison
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60ft dim light as if bright light and 60ft darkness as if dim light.


Keen Senses
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Proficiency in perception.


Fey Ancestry
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Advantage on saving throws against charmed and you cannot be put to sleep magically.


Trance
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Dont need to sleep, instead meditate for 4 hours.


Elven Weapon Training
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Proficiency in shortbows and longbows


Cantrip.
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You know one wizard cantrip(prestidigitation)


Unarmored Defense
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As long as you are not wearing any armor and no shields, your AC is 10+Dex mod+Wisdom mod.


Martial Arts
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You gain the following benefits while you are unarmed or wielding only monk weapons and you are not wearing armor or using a shield. You can use Dex instead of Str for the attack and damage rolls of your unarmed strikes and monk weapons, You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. this die changes as you gain monk levels and When you use the attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action.


Flurry of Blows
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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
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You can spend 1 ki point to take the dodge action as a bonus action on your turn.


Step Of The Wind
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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.


Unarmored Movement
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your movement is +15 feet.


Deflect Missiles
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you can use your reaction to deflect or catch the missile when you are hit with a ranged weapon attack. When you do so the damage you take from the attack is reduced by 1d10+dex mod+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 one free hand you can throw it back for 1 ki pt, making a ranged attack with the ammunition you just caught, the weapon counts as a monk weapon.


Slow Fall
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use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.


Extra Attack
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2 attacks.


Stunning Strike
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Spend 1 ki to attempt a stunning strike,The target must succeed on a Con save throw or be stunned until the end of your next turn.


Ki-Empowered Strikes
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Unarmed strikes now count as magical.


Evasion
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When you are subjected to an effect that allows you to make a dex save to take only half, you instead take no damage if you succeed on the saving throw, and only take half damage if you fail.


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



Path Of Fire


Blazing Flurry
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spend 1k point to use your flurry of blows ability, you can have it deal fire damage instead of bludgeoning damage.


Fire Weaver
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You can cast the control flames cantrip.


Fangs of the Fire Snake
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When you use the attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fist and feet. Your reach with your unarmed strikes increases by 10 feet of that action, as well as any attacks you make until the beginning of your next turn. A hit with such an attack deals fire damage instead of bludgeoning damage, plus an extra 1d10 fire damage for each additional ki point you spend.


The Flame Reveals
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Spend 2 ki points to gain blindsight in a 15-foot radius as a bonus action on your turn. This ability lasts for 1 hour, at lv 11, you can extend this ability to up to five other willing creatures, and its radius increases to 30 feet.


Fire Attunement
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When ever you spend ki points on a path of fire ability, you gain one tier of fire attunement until the end of your next turn. Tier 1, Searing flames. A creature that touches you or hits you with a melee attack while within 5 feet take fire damage equal to your wisdom mod.




Features & Traits

Created by

Rathie645.

Statblock Type

Character Sheet (2018)

Link/Embed