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Kyon Haywa-Em'ral

Variant Human Race
Khao [Jungle] (Forager) Origin
Monk (Open Hand) 7 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+7 Medicine
+3 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+7 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
52
Hit Points
+4
Initiative
55
Speed
QuarterstaffAttack: d20+7 Damage: d8+4
Unarmed StrikeAttack: d20+7 Damage: d6+4
Scatter Shot ShortbowAttack: d20+7 Damage: d6+4
Attacks
Armors: None
Weapons: Simple Weapons, Shortswords, Tonfas
Tools: Alchemist Supplies, Cook's Utensils
Saving Throws: Strength, Dexerity, Wisdom
Skills: History, Insight, Martial, Medicine, Nature, Perception
Proficiences
2 (+1) Tonfas
10 Darts, Quarterstaff
2 Bandoliers (Potion of Invulnerability, 2 Potion of Growth)
100 Arrows
1 Quiver
Dungeoneer Pack
Backpack, Crowbar, Hammer, 10 Pitons, 10 Torches, tinderbox, 10 days rations, waterskin, 50ft hempen rope


Tools
Alchemist Supplies, MW Cook's Utensils, Healer's Kit


[Attunement] Scatter Shot Bow (Major Rare)
Your (Dex/Str/Wis) ability score increases by 2, up to a maximum equal to your ability score cap.

As a bonus action, for the next minute all attacks made with this bow deal an additional 1d6 (Piercing/Slashing/Thunder) damage on a hit. You can use this ability twice, regaining all uses after finishing a long rest.

 

Equipment
Mad Man
Stat Array
Feats
Mobile
•Your speed increases by 10 feet.
•When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
•When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Resilient (Wisdom)
•Increase the chosen ability score by 1, to a maximum of 20.
•You gain proficiency in saving throws using the chosen ability.

 


Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Ki
Flurry of Blows:
Immediately after you take the attack action on your turn, you can spend 1 ki to make 2 unarmed strikes as a bonus action.

Patent Defense:
Spend 1 ki point to take the dodge action as a bonus action.

Step of the Wind:
Spend 1 ki Point to take the disengage or dash action as a bonus action.

Hand of Healing:
As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to d6 + wis mod (d6 + 4)

When you use Flurry of Blows, you can replace one of the unarm strikes with one use of this feature without spending a ki point.

Hand of Harm:
When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to d6 + wis mod. (d6 + 4) You can use this feature only once per turn.

Ki-Fueled Attack:
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Quickened Healing:
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to d6 + 3

Stunning Strike:
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.

Focused Aim:
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

 


Unarmored Movement
Increase your speed by 15ft as long as you're not wearing a shield or armor.


Deflect Missile
You can use your reaction to reduce the damage from a range weapon attack. Doing so, reduces the damage by d10 + dex mod + monk level. (d10 + 4 + 6)


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

 


Stunning Strike
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
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 


Wholeness of Body
As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

 


Evasion
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.

 

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

MisterKyon.

Statblock Type

Verum Character Sheet

Link/Embed