Edalien

Kitsune-no-Suzu

Info


Created
1 year, 10 months ago
Creator
Kitsune-no-Suzu
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0

Profile


16316313?1653690386
Edalien
Monk
Class
Hermit
Background
10
Level

Way of the Open Hand
Sub-Class
Elf
Race
Neutral Good
Alignment
Proficiency Bonus 4
Passive Wisdom 16
Strength

0
10

athletics 0
Dexterity

5
20

acrobatics 9
sleight of hand 5
stealth 5
Constitution

2
14

Intelligence

1
12

arcana 1
history 1
investigation 1
nature 1
religion 5
Wisdom

2
14

animal handling 2
insight 6
medicine 6
perception 6
survival 2
Charisma

-1
8

deception -1
intimidation -1
performance -1
persuasion -1
Other Proficiencies

Languages
  • Common
  • Elvish
  • Infernal
Weapons
  • Simple Weapons
  • Shortswords
Other
  • Herbalism Kit
  • Calligrapher's Tools
HP

21/69
Temp HP

0
Hit Dice

10d8
Armor Class

17
Speed

50
Initiative

5
Attacks & Spellcasting

Silver Quarterstaff 9 1d8 Bludgeoning +5
Unarmed 9 1d6 Bludgeoning +5

Inventory

Weapons
  • Silver Quarterstaff
  • Darts x10
  • Caltrops x20
  • Dagger x9
Food & Aid
  • Waterskin
  • Flask of Holy Water x2
  • Herbalism Kit
Misc
  • Explorer's Pack
  • Manacles
  • Enchanted Fragment [?]
  • Bone Jewellry Box [10g]
  • Vanthampur Ring [10g]
  • Soul Coin
Currency

5
CP
25
SP
300
GP
0
PP
Personality Traits

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Ideals

Smash

Bonds

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Flaws

No concept of money, and doesn't understand "luxuries" like alcohol.

Features & Traits

Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
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, which 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 can use Dexterity instead of Strength 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, as shown in the Martial Arts column of the Monk table.

•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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

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 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.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

Deflect Missiles

Starting at 3rd level, 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.

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

•It must succeed on a Dexterity saving throw or be knocked prone.

•It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

•It can’t take reactions until the end of your next turn.

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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’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 a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Trap Warning [*]

Advantage on all Perception checks against traps/dungeoneering checks.

*This was a gift from Ubilex.

Friendly Defense [*]

With a Bonus Action, you can focus on defending others nearby.

Allies within 5 ft of you gain +2 AC.

Lasts 1 minute, concentration. 1 Use.

Recovers on a long rest.

*This was a gift from Ubilex.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
[info]
Age
Female
Gender
5'4"
Height
[info]
Weight

[info]
Build
[info]
Homeland
[info]
Profession
[info]
Disposition
History

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Trivia

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Links

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