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Fo Darian

Human Illithari Race
Minstro/Musically Inclined Origin
Mercy Monk 10 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 13
+1
Dexterity 12
+1
constitution 12
+1
intelligence 10
+0
wisdom 10
+0
charisma 24
+7
Total Hit Dice 8
Hit Die
1d8+1
+4 proficiency bonus
+11 Strength
+11 Dexterity
+8 Constitution
+7 Intelligence
+7 Wisdom
+14 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+4 Arcana
+4 Athletics
+7 Deception
+4 History
+4 Insight
+7 Intimidation
+0 Investigation
+0 Martial
+4 Medicine
+0 Nature
+0 Perception
+15 Performance
+7 Persuasion
+0 Religion
+1 Sleight of Hands
+5 Stealth
+0 Survival
skills

 

MV

Prestige
4
Attunement Slots
18
Armor Class
58
Hit Points
+1
Initiative
50
Speed
Attacks
Armour: none
Weapons: simple weapons, shortswords
Tools: Bagpipes, Drums, Brewer's Supplies
Saving Throws: Strength, Dexterity
Skills: Arcana, Athletics, History, Insight, Medicine, Performance(E), Stealth
Languages: Common, Halfling, Gnomish
Proficiences
Unseen Servant(1 use, refresh on short or long rest.)
One d6 bardic inspiration. Can be used on self
8 Shatter
10 soul point max
Spellcasting
Shortsword
Explorer's Pack
Darts
Dog Bonkin' Stick
135gp
16sp
3cp
1 Healing Potions
3 Lesser Cure (1 of greatest form)
2 Normal Cure (2 of greatest form)
1 Greater Cure (3 of greatest form)
1 Javelin of Lightning
1 Elixir of Health
1 Supreme Healing Potion
Dixie Cup Pajamas

Magic Items
Gloves of Hexblade Radiance: (Attunement)

Increase your Charisma by 1.

These gloves allow the wearer to use their Charisma modifier for their attack and damage rolls.

Elemental Gamble Switching Weapon +2
(Powerful Attunement/2 Attunement Slots)

This weapon starts out as a metallic rod for easy storage since it’s only about 1ft long. The rod shimmers with many colors and the metal is unnaturally hard.

The person who attunes to this rod chooses 5 weapons (1 light, 1 finesse, 1 heavy, 1 versatile, and 1 ranged). They must all be different, and as an item interaction the user of this item can transform the weapon to that of one the weapons chosen.

The weapon is a +2 magic weapon, and in the case of ammunition it is unlimited. You may rechoose the weapons if you unattune and reattune to the item.

The one who attunes to this may add 2 stat points to any stat whether it be both points in one stat or one in stat and one in the other. (Charisma)

Lastly, as a bonus action you can roll an elemental damage type, this weapon does an additional 1d4 random elemental damage type (d6: Cold, Fire, Lightning, Wind/Slashing, Water, Earth). Each time you roll the same elemental the user may choose to either increase the elemental damage die by 1 step (d4->d6->d8->d10->d12->d20), or change the elemental damage type. If you roll a different damage type you can choose to change to that type or stay on your current element, and if you switch elements then the damage die resets back to a d4 if it was increased.

Spirit Jammies
Wondrous Item, Attunement, Soulbound.

At base these pajamas look like regular black silk pajamas. However, the pajama’s appearance, color, and style of clothing can change based on what the wearer desires or how their spirit is feeling. However, taking off the clothing reverts it back to its original form.

You gain maximum HP equal to 5 times your proficiency modifier.

Once per round when making a melee weapon attack, for the first attack that you would hit, your spirit attacks with you as a follow up. The damage die and modifier is half rounded down of the attack that hit. If there are any other damage types then the same rule applies, half the damage die. (d20+10 hits for d8+5, then the follow up would be d20+5 for d4+2)

Fo Darian Specific:
Your maximum soul point capacity increases by 2 as you are able to efficiently contain them within yourself as you are attuned to this item.

You learn a new Ki ability, Ki Strike. When you hit another creature with a melee weapon attack, you can spend at least 3 Ki points to do an additional 3d6+3 bludgeoning damage. For each additional Ki point spent it increases the damage by an additional 1d6+1. (The damage die increases with your martial arts die)

You gain the soul ability, Soul Punch. When making a melee attack against another creature with a melee weapon attack, you can spend at least 2 Soul points to either add +5 to hit (can be decided after the roll), or you do an additional 15 damage. For each additional Soul point spent, it increases the modifier to hit by +2 or increases the additional damage by 5. (This doesn’t double on a critical hit)

Equipment
Specialist
Stat Array
Illithari Features
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Attunement
The Illithari have strong malleable souls and therefore begin play with one additional attunement slot.

Aether (Telekineticists)
(Phenomena) Mage Hand – This functions as the cantrip Mage Hand, except that, you may manipulate up to 10 + 10 per character level in lbs. You may also control this to a distance of up to 120ft. This costs 1 Shatter.


Monk Features
Unarmoured 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
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
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.

Unarmoured 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.

Deflect Missiles
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.

Hand of Healing
Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm
You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per 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.

Physician's Touch
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

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.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


Feats and ASIs
Ki Mastery
+1 CHA

Prodigy
+1 CHA, Performance Prof and Expertise. Brewer's Supplies proficiency, Gnomish.

+2 STR


Buffs :)

Gain 3 stacks of infection that CANNOT be removed unless by special means. The hand that has the X becomes husk like with the X still there except it glows a hint green rather than it being just a mark. Pale, dry ashen like, and almost rotted looking. Your damage die goes up by to 1d8, when using hand of harm you can heal yourself for half the damage done to the creature, hand of healing has a chance of damaging the target instead (roll d100, 10%) and causing infection (DC 12, 1 stack) but it heals yourself. Also, you now have the feeling you can drain souls :).

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

Kilayna.

Statblock Type

Verum Character Sheet

Link/Embed