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Ratfolk Race
Cor Origin
Monk (Way of the Brotherhood) 6 Class & Level
Chaotic Neutral Alignment
N/A Deity
N/A Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 12
+1
wisdom 20
+5
charisma 8
-1
Total Hit Dice 4d8
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+5 Animal Handling
+1 Arcana
+0 Athletics
-1 Deception
+1 History
+7 Insight
-1 Intimidation
+1 Investigation
+7 Martial
+7 Medicine
+1 Nature
+7 Perception
-1 Performance
-1 Persuasion
+1 Religion
+5 Sleight of Hands
+5 Stealth
+7 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
60
Hit Points
+3
Initiative
50ft
Speed
Attacks
Armor: none
Weapons: simple weapons, shortswords
Tools/Instruments: Tinker's Tools, Poisoner's Kit, Bagpipes
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Stealth, Insight, Survival
Languages: Common, Beastspeak, Undercommon
Proficiences
Fey-touched Spells:
-Misty Step
-Hunter's Mark

Monk DC: 15
Spellcasting
-Quarterstaff
-Dungeoneer's pack
-Tonfas
+2 AC while holding two tonfas
-50g
x10 darts
-Rathian Ruby

THE BIG BANANA

Wondrous hat - Requires Attunement

That there is just a big banana hat, yup

Banana Peel: As a bonus action you can summon a magical banana and quickly consume it, throwing the banana peel in any unoccupied adjacent space. If a small or larger sized creature walks over this banana peel they must make a DC 13 dexterity save or slip, falling prone. You can use this feature twice, restoring use on a short rest.

Comedic Relief: When you walk over a banana peel, you can choose to make a save but a different effect occurs instead. Roll a 1d3 to determine what happens. In addition you increase your damage dealt by attacks for the next minute by +1

1): You slide on the banana peel and move 30 feet in the same direction you walked over the banana from. If you run into any creature or object you both take 1d4 bludgeoning damage
2): You slip and fall 20 feet into the air, before landing onto an adjacent space
3): You kick the banana peel onto any creature within 10 feet. That creature must make a DC 13 constitution save or be blinded until the end of it's next turn

More convenient comedic timings can happen when more bananas are attached

 


QUEEN'S VAMBRACES

Queen's Vambraces
Wondrous gloves - Requires attunement

A pair of armored gloves with a green gem slotted near the arm end part. Kelpie had to craft this carefully with the ruby you gave him

Regal Resistance: You have resistance to poison damage while you wear these gauntlets

Noble Vigor: Your hit point maximum is increased by 10

A rath a day, keeps the doctor away

 

Equipment
N/A
Faction
Madman
Stat Array
RACE STUFF

Custom Lineage: +2 WIS +1 DEX

Race Features
Darkvision - 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.

Sneaky - You are proficient in the Stealth skill.

Keen Smell - You have advantage on Wisdom (Perception) checks that rely on smell.

Diseased One

Plague Doctor - You have proficiency with Poisoner’s Kit.

Enfeebling Bite - Your bite is a natural weapon you can use to make unarmed strikes. Your bite counts as a finesse weapon, and as such, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
When you hit with your bite, you can have the enemy make a Constitution save against a DC equal to 8 + your proficiency + your Wisdom modifier or they deal only half damage with weapon attacks that use Strength until the start of your next turn. You can use this ability a number of times equal to your proficiency and you regain all uses when you finish a short or long rest.

 


ORIGIN STUFF

Cor: Tree Faller
Skill: Survival
-You have resistance to falling damage and suffer no damage from falls of 30ft or less.

 


MONK STUFF

3rd Level

Brotherhood: Immediately after you take the Attack action on your turn, you can spend 1 ki point to send a wave of energy that affects yourself and all allies within 30 feet as a bonus action. Allies that receive this benefit gain a +1 to all damage they deal for 1 minute.
This can be used twice. Uses are restored when you finish a long rest

This upgrades to a +2 at 6th level, a +3 at 11th level, and a +5 at 17th level.

Inner Chakra: Every two attack rolls you land in a turn, or when an ally lands an attack roll that is within 30 feet of you, you gain a chakra point. This can only occur once per turn.

Whenever you reach five chakra points, you gain access to chakra techniques you can use, consuming all chakra points.

Forbidden Chakra(Chakra): Whenever you land an unarmed strike, you can expend your chakra points to deal an additional martial arts die as force damage.
This increases to two martial arts die when at 11th level

========================================

6th Level
Mantra: As an action, send out a pulse of life energy to all allies within 30 feet. Allies affected by this gain temporary hit points equal to your monk level+(proficiency bonus). You can use this feature twice, restoring uses when you finish a long rest.

Riddle of wind(Chakra): As a bonus action, all allies within 30 feet can use their reaction to move. Their movement speed is also increased by 10 until the end of your next turn.


==========================================

11th Level
Twin Snakes: Whenever you use flurry of blows or brotherhood, you can spend one additional ki to have an ally within 15 feet make a single weapon attack against a hostile creature within reach.

Enlightenment(Chakra): As a bonus action, send a wave of energy in a 30 foot cone from self, all hostile creatures must make a dexterity saving throw against your ki save DC, taking force damage equal to three of your martial arts die on failure, and half as much on a success


==========================================

17th Level
Perfect Balance: Whenever you would use brotherhood, allies and yourself affected gain reduced damage equal to the damage bonus of brotherhood to all types of damage until the end of your next turn. In addition any ally that takes damage during this effect grants you a Chakra, this can only occur once per turn.

Six-sided star(Chakra): As an action, you can make 6 unarmed strikes against a creature in range. If all attacks land, you land two finishing strikes dealing an additional 4d10 force damage.
This can only be used once per brotherhood


 

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

D_Cxd.

Statblock Type

Verum Character Sheet

Link/Embed