Kaena

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Monk Level Haunted One

Ka'ena Berevan CLASS & LEVEL


Air Genasi
BACKGROUND

CHARACTER NAME RACE EXPERIENCE POINTS

+3 45
INSPIRATION
STRENGTH
ARMOR

12 +2 PROFICIENCY BONUS
CLASS INITIATIVE SPEED

+1 Hit Point Maximum


+3 Strength
DEXTERITY +5 Dexterity
CURRENT HIT POINTS

16 +1

+0
Constitution
Intelligence

+3 +3 Wisdom
-1 Charisma TEMPORARY HIT POINTS

CONSTITUTION SAVING THROWS


Total SUCCESSES

13 d8 FAILURES

+3 Acrobatics (Dex) HIT DICE DEATH SAVES


+1 +3 Animal Handling (Wis)
+0 Arcana (Int)
NAME ATK BONUS DAMAGE/TYPE
INTELLIGENCE Athletics (Str)
+3
Unarmed Attack +5 1d6+3 (Blunt)
10 -1

+0
Deception (Cha)
History (Int)
Shocking Grasp +5 1d8 (Lightning)

+0 +5 Insight (Wis)
Create Bonfire DC13 1d8 (Fire)
+0 Intimidation (Cha)
+2 Investigation (Int)
Frostbite DC13 1d6 (Cold)
WISDOM
ATTACKS & SPELLCASTING
+3 Medicine (Wis)
16 +0 Nature (Int) Lightning
RESISTANCES
+3 Perception (Wis)
+3
-1 Performance (Cha) Name
-1 Persuasion (Cha) CP
CHARISMA
+0 Religion (Int)

8 +3 Sleight of Hand (Dex)


SP

+5 13
+3 Stealth (Dex)
-1 EP
+5 Survival (Wis)

SKILLS d6 GP

13 PASSIVE WISDOM (PERCEPTION) PP

Languages
Common,
Primordial, Elvish
EQUIPMENT
Tools and Extra
Shortswords
◯◯◯◯◯
◯◯◯◯◯
Exhaustion
Feats and Features

Racial Features and Feats

Low-Light Vision Unending Breath


You can see in dim light within 60 feet of you as if it were bright light You can hold your breath indefinitely while you’re not incapacitated.
but only in shades of gray. You can't see in darkness.
Mingle with the Wind
Lightning Resistance
You know the Shocking Grap cantrip. You learn Feather Fall at 3rd Level
You have resistance to lightning damage. and Levitate at 5th Level. You can only cast one of these spells per long
rest. You use Wisdom as your spellcasting ability.
Magic Initiate (Druid)
Amulet of Non Detection
You know the Frostbite and Create Bonfire cantrips and the Earth
Tremor spell. Using this feat, you can cast Earth Tremor once and you While wearing this amulet, you are hidden from divination magic. You
must finish a long rest before you can cast it in this way again. can't be targeted by such magic or perceived through magical scrying
sensors.

Class Features
Unarmored Defense Ki
While you are wearing no armor and not wielding a shield, your AC equals Your training allows you to harness the mystic energy of ki. Your access
10 + your Dexterity modifier + your Wisdom modifier. to this energy is represented by a number of ki points. When you spend
a Ki Point, it is unavailable until you finish a Short Rest or Long Rest, at
Martial Arts
the end of which you regain all your expended points.
Your practice of martial arts gives you mastery of combat styles that use Some features that use Ki Points require your target to make a saving
your Unarmed Strike and Monk Weapons (Simple Melee Weapons and throw. The saving throw DC equals 8 plus your Proficiency
Shortswords). Bonus plus your Wisdom modifier. You start with three features.
You gain the following benefits while you are unarmed or wielding only - Flurry of Blows: You can spend 1 Ki Point to make two
Monk Weapons and you aren’t wearing armor or wielding a shield: Unarmed Strikes as a Bonus Action.
- Bonus Unarmed Strike: You can make one Unarmed
Strike as a Bonus Action. - Patient Defense: You can take the Disengage action as a Bonus
- Dexterous Attacks: You can use Dexterity instead of Action. Alternatively, you can spend 1 Ki Point to take both the
Strength for the attack and damage rolls of your Disengage and the Dodge actions as a Bonus Action.
Unarmed Strikes and Monk Weapons. In addition,
when you choose the Grapple or Shove option, you - Step of the Wind: You can take the Dash action as a Bonus Action.
can use your Dexterity modifier instead of Strength to Alternatively, you can spend 1 Ki Point to take both the Disengage and
Dash actions as a Bonus Action, and your jump
determine the saving throw DC.
distance is doubled for the turn.
- Martial Arts Die: You can roll a d6 in place of the
normal damage of your Unarmed Strike or Monk Uncanny Metabolism
Weapons. This die changes as you gain Monk levels, When you roll Initiative, you can regain all expended Ki Points.
as shown in the Martial Arts column of the Monk When you do so, roll your Martial Arts die, and regain a number of Hit
Points equal to your Monk level plus the number rolled.
Unarmored Movement
Once you use this feature, you can’t use it again until you finish a Long
Your speed increases by 10 feet while you are not wearing armor or Rest.
wielding a shield. This bonus increases as you level up. Manipulate Elements
Deflect Attacks You learn the Elementalism cantrip.
You can use your Reaction to deflect melee and ranged attacks against Elemental Attunement
you that deal Bludgeoning, Piercing, or Slashing damage. At the start of your turn, you can spend 1 Ki Point to imbue yourself
When you do so, the total damage you take from the attack is reduced by with elemental energy of your choice. The energy lasts for 10 minutes.
1d10 plus your Dexterity modifier plus your Monk level. You gain the following benefits while the feature is active:
If you reduce the damage to 0, you can spend 1 Ki Point to redirect some Reach: When you make an Unarmed Strike, your reach is 10 feet
of the attack’s force. If you do so, choose a creature within 5 feet of you if greater than normal, as elemental energy extends from you.
the attack was a melee attack or 60 feet of yourself that isn’t behind Total
Elemental Strikes: When you use your Unarmed Strike, you can cause
Cover if the attack was a ranged attack. That creature must succeed on a
it to deal your choice of Acid, Cold, Fire, Lightning or Thunder damage
Dexterity saving throw or take damage equal to two rolls of your Martial
rather than its normal damage type. When you deal one of these types
Arts die plus your Dexterity modifier. The damage is the same type dealt
with your Unarmed Strike, you also cause these effects once per turn:
by the attack.
Acid - Vex (Advantage on next attack roll for you) - Dex Save
Cold - Sap (Disavantage on next attack roll for the creature) - Con Save
Fire - Graze (Dex modifier damage even if you miss the attack)
Lightning - Cleave (Hit another creature 5 feet from the target)
Thunder - Pull or Push target up to 10 feet - - Str Save
Feats and Features

Elemental Skills

Shocking Grasp (Evocation Cantrip)


Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have
advantage on the attack roll if the target is wearing armor made of metal or is soaked wet. On a hit, the target takes 1d8 lightning
damage, and it can’t take reactions until the start of its next turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Frostbite (Evocation Cantrip)


Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a
failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Create Bonfire (Conjuration Cantrip)


Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s
space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw
when it enters the bonfire’s space for the first time on a turn or ends its turn there.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Earth Tremor (1st Level Evocation)


Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a
failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes
difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Elementalism (Transmutation Cantrip)


Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You exert control over the elements, creating one of the following effects within range:

Beckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube.
Doors and shutters being held open by someone or something aren’t affected.

Beckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in
your handwriting in a patch of dirt or sand.

Beckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the
embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

Beckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of
clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature
or an object) for 1 hour.
Gear and Supplies

TREASURE

Ammunition Food

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Companion Magic Items

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