Kaena
Kaena
Kaena
+3 45
INSPIRATION
STRENGTH
ARMOR
12 +2 PROFICIENCY BONUS
CLASS INITIATIVE SPEED
16 +1
+0
Constitution
Intelligence
+3 +3 Wisdom
-1 Charisma TEMPORARY HIT POINTS
13 d8 FAILURES
+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)
+5 13
+3 Stealth (Dex)
-1 EP
+5 Survival (Wis)
SKILLS d6 GP
Languages
Common,
Primordial, Elvish
EQUIPMENT
Tools and Extra
Shortswords
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Exhaustion
Feats and Features
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
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