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Tārō Dalekohled

Tiefling (Variant) Race
The Rift (Priend) Origin
Sun Soul Monk 7 Class & Level
Chaotic Neutral Alignment
Lorita Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 10
+0
Total Hit Dice 7d8
Hit Die
1d8+2
+3 proficiency bonus
+3 Strength
+7 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+1 History
+6 Insight
+3 Intimidation
+1 Investigation
+6 Martial
+3 Medicine
+1 Nature
+3 Perception
+0 Performance
+0 Persuasion
+1 Religion
+4 Sleight of Hands
+7 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
57
Hit Points
+4
Initiative
45ft, fly 30ft
Speed
WeaponAttackDamage
Shortsword 1d20+4+3 1d6+4
Dart 1d20+4+3 1d4+4
Martial Arts 1d20+4+3 1d6+4 + 1d4 fire
Radiant Sun Bolt 1d20+4+3 1d6+4
Attacks
Saving Throws-
Strength and Dexterity

Ability Score extras:
Race- dex+2 & int +1
Origin- dex+1 & wis +1

Skills:
Class- Insight, Stealth.
Factionless- Martial.
Lorita Lip Service- Intimidation.

Armor: none

Weapons- Simple weapons, Shortswords

Tools:
Class- Pan flute.
Factionless- Jeweler's Tools.
Origin- Painter's Supplies.

Languages- Common and Infernal.
Proficiences
Ki DC = 14
Spellcasting
Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, 50 ft hempen rope.

A Pan Flute, Painter's supplies and Jeweler's Tools.
2 Bandoliers

A shortsword and 10 darts.

Tome of Elemental Robe Concepts
Robes
Rare - Attunement

While worn, elemental energy extends over your hands like fiery gloves, their magic becoming inert if anything else is worn on your hands or wrist. Your unarmed strikes deal an additional 1d4 fire damage on a hit.

As a bonus action, you can enter a defensive stance as your robes erupt with unsustainable elemental energy for 1 minute. During this time, you hold 7 elemental charges. The charges can be spent on the following:

  • You can spend 1 elemental charge to gain 1 AC against an attack that hits you, potentially causing it to miss.
  • As a reaction when a creature misses you with a melee weapon attack, you can spend 4 elemental charges to make an opportunity attack against that creature.
  • When you hit an enemy creature that can see you with a melee attack, you can spend 2 elemental charges. The target must succeed on a DC 13 Wisdom saving throw or become frightened of you until the start of their next turn.

  • When this effect ends, if you have any charges remaining you take 1d4 damage for each charge that remains. To determine the damage type, you must roll a d3. On a 1 you take fire damage, on a 2 you take cold damage and on a 3 you take lightning damage. You can use this ability once, regaining the use after finishing a long rest.

    Equipment
    Factionless
    Faction
    The Mad Man
    Stat Array
    Race:
    Darkvision.
    Thanks to your infernal heritage, 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.


    Hellish Resistance.
    You have resistance to fire damage.


    Winged.
    You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.

    -------------------------------------
    Origin:
    The Rift (Priend).
    You gain a +1 to an ability score of your choice: Wisdom +1

    You gain a +1 bonus to your Dexterity score.

    You gain proficiency with Painter's Supplies.

    Denied Skill-
    Perception

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


    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 (range 20/60 feet) 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.


    Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

    Radiant Sun Bolt.
    Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

    You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

    When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.


    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.


    Searing Arc Strike.
    At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

    You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.


    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.

    -------------------------------------
    Feats/ASI:
    Lvl 4 feat: Defensive Duelist.

    When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Trein.

    Statblock Type

    Verum Character Sheet

    Link/Embed