Sylna

hukiooo

Info


Created
4 years, 13 days ago
Creator
Hukiolukio
Favorites
2

Profile


Sylna Ernelis

  • Monk
  • Class
  • Folk Hero
  • Background
  • level 6
  • Level
  • Wood Elf (originally human)
  • Race
  • Neutral Good
  • Alignment
  • Milestone
  • Experience Points

Strength

14

+2

Dexterity

17

+3

Constitution

14

+2

Intelligence

11

+0

Wisdom

13

+1

Charisma

8

-1

+3
Proficiency
0
Inspiration
Saving Throws
+5 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
Skills
+6 Acrobatics (Dex)
+4 Animal Handling (Wis)
+0 Arcana (Int)
+2 Athletics (Str)
-1 Deception (Cha)
+0 History (Int)
+4 Insight (Wis)
-1 Intimidation (Cha)
+0 Investigation (Int)
+1 Medicine (Wis)
+0 Nature (Int)
+4 Perception (Wis)
-1 Performance (Cha)
-1 Persuasion (Cha)
+0 Religion (Int)
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
+4 Survival (Wis)

14

Armor

+3

Initiative

50ft

Speed

Hit Points
45
Hit Dice
1d8
Favorite Attacks
Name Bonus Damage Type
Shortsword +5 1d6+3 Piercing
Unarmed Strike +6 1d6+3 Bludgeoning
Dart +5 1d4+3 Piercing
Entropic Bone Quarterstaff +5 1d6+3 Necrotic
Equipment
Name Summary Attuned
Shortsword x2 Light, piercing melee weapon
Dart x10 Piercing weapon, thrown like a javelin
Glaive Military two-handed melee weapon
Entropic Bone Quarterstaff Length of bone shaped into a quarterstaff
Money
CP SP EP GP PP
500 180 0 21 0
Proficiencies
Light Armour
Medium Armour
Heavy Armour
Simple Weapons
Martial Weapons
Shields
Common
Elvish
Longbow
Longsword
Shortsword
Calligrapher's Supplies
Cook's Utensils
Vehicles (land)
About

Personality Traits

Sylna is a good-natured person. She loves to fight, but would never harm an innocent person. She is a curious person in the sense of always wanting to learn about the world around her, so she oftens spend a long time speaking with new people to ask them questions.

Ideals

She treats others with respect and would never cause unnecessary problems with anyone.

Bonds

Sylna believes it is her duty to help and protect the people who can not protect themselves.

Flaws

She has a sweet spot for children and small animals. Even if they are evil, she'd be hesitant to fight them.

Storage
Clothes, Common
Crowbar
Hammer
Ink (1 oz bottle)
Piton
Rations (1 day)
Scroll of Hideous Puns (1 use)
Small Knife
Torch
Waterskin
Quill
Racial Traits
Can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Advantage on saving throws against being charmed
Magic can't put you to sleep
Meditate for 4 hours rather than sleep, counts as long rest
Backstory

Sylna was born as a human and raised on planet Earth. She had been training as a gymnast since the age of 4 and a martial artist since the age of 10. She has worked part time as an instructor for kids' gymnast class since the age of 16.

At age 19, she was walking through the forest with a group of friends on their way to their DM's house planning to play a game on DND. On the way there, one of the friends slipped on mud and discovered a golden mirror with a red gem in it. They inspected the mirror further, andall of a sudden they all passed out. When they woke up, they were in what looked like the same exact forest as before. However, they all were in different bodies. Sylna had turned into a wood elf, while her friends had become a tiefling, changeling, and a hill dwarf. The red gem had embedded into the changeling's hand, as he was the one who had been holding it. They continued onward into the forest but did not find their DM's house.

A little girl named Alystine came running up to them in the forest, claiming that there were guards coming after her. She explained they were wanting the purple gem that was embedded into her own hand. Confused, Sylna and her party ran further into the forest with Alystine. Then, their adventure began.

Appearance
  • 19
  • Age
  • 5'2"
  • Height
  • 110 lbs
  • Weight
  • None
  • Distinguishing Marks
  • Green
  • Eyes
  • Copper
  • Skin
  • Black
  • Hair
  • None
  • Scars
Class Features
  • Martial Arts 1st lvl

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't waring armour of wielding 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 (1d6 at lvl 6, 1d8 at lvl 8, 1d10 at lvl 16)

- 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.

  • Ki Points 2nd lvl

You can spend ki points to fuel various ki features. You regain all expended ki points when you finish a short or long rest. You gain the following features at the level indicated:

Lvl 2 - 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.

Lvl 2 - Patient Defence: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Lvl 2 - 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.

Lvl 3 - Deflect Missiles: 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.

Lvl 5 - Stunning Strike: When you hit a creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a CON saving throw or be stunned until the end of your next turn.

  • Unarmoured Movement 2nd lvl

Your speed increased by 10 ft while you are not wearing armour or wielding a shielf. This bonus increased to 15ft at 6th lvl, 20ft at 10th lvl, 25ft at 14th lvl, and 30ft at 18th lvl.

  • Open Hand Technique 3rd lvl

Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 12), get pushed up to 15 ft if it fails a STR saing throw (DC 12), or it can't take a reaction until the end of your next turn.

  • Deflect Missiles 3rd lvl

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 is reduced by 1d10 + DEX modifier + monk lvl.

If you reduce the damage to 0, you can catch the missile if it is small enough for you told hold in one hand and you have at least one hand free. You can use a ki point to attack with it.

  • Slow Fall 4th lvl

You can use your reaction to reduce any falling damage you take by an amount equal to five times your monk lvl.

  • Extra Attack 5th lvl

You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Ki-Empowered Strikes 6th lvl

Your unarmed strikes count as magical.

  • Wholeness of Body 6th lvl

You gain the ability to heal yourself. As an action, you can regain HP equal to 3 times your monk lvl. You must finish a long rest before you can use this feature again.