Remove these ads. Join the Worldbuilders Guild

Skel Li Tan

Living Skeleton Race
Tailteann (Construction Worker) Origin
Monk 3 Class & Level
Lawful Neutral Alignment
Necrodad Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 19
+4
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+4
+2 proficiency bonus
+0 Strength
+3 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+4 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+4 Medicine
+0 Nature
+2 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
48
Hit Points
+3
Initiative
40
Speed
Unarmed Strike 1d20+5 1d4+3
Flurry of Blows 1d20+5 1d4+3
Deflect Missiles Attack 1d20+5 1d4+3
Hand of Harm 1d20+5 1d4+2
Attacks
Armor: None
Weapons: Simple weapons, shortswords
Tools: Horn
Saving Throws: Strength, Dexterity
Skills:
  • Acrobatics (Construction Worker),
  • Athletics
  • Stealth
  • Insight (Implements of Mercy)
  • Medicine (Implements of Mercy)

  • Proficiences
    11 Darts (for tavern drinking games after a long day of building)
    Super rad wallet to hold all my dough
    Sweet threads
    Explorer's Pack:
  • Backpack
  • Bedroll
  • Mess kit
  • Tinderbox
  • 10 torches
  • 10 days of rations
  • Waterskin
  • 50ft hempen rope
  • Pole of Angling
  • While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
  • Granny's Locket: +1 drip
    Brooch in the shape of a white owl
    Foldable Boat
  • Small Config: Holds 4 People
  • Large Config: Holds 15 People
  • Roller-rink floor textured Converse
    Roller-rink textured blanket from Deborah
    Deborah's brass knuckles
    Magic Stone, also from Deborah
    Astronaut food rations

    Totally Radical Retro Shoes:

    Zinger: Once per combat at the start, or at the start of any of your following turns if you say a radical remark or catchphrase you gain a +1 to your attacks and damage that last until the end of combat. When this effect occurs, you can choose creatures upto a number equal to your proficiency bonus within 30 feet and force them to make a wisdom saving throw equal to your Ki save DC, on a failure they become incapacitated until the end of their next turn as they do a funky dance.

    Way past cool: You gain an additional 10 movement speed as your shoes can now roll on their lil wheels!! You also now leave behind a trail of either neon lights, abstract looking art(the cup pattern), or synthwave gridlines wherever you move.
    Allies that move into or through this trail gain an additional 5 movement speed and a +1 to their next attack roll, saving throw, or skill check.

    Equipment
    The Mad Man
    Stat Array
    Bony Body:
  • Immune to disease.
  • Can freely detach your limbs
  • Can replace lost limbs with other bones. This process takes 5 mins to adjust to the new bones
  • Don't need to eat, drink, or breathe

  • Languages:
  • Common
  • Rattles
  • Necril

  • Ass Size:
  • 0 ass
  • 6/10 ass when alive

  • Tailteann Construction Worker:
    You gain advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft.

    Unarmored Defense
    While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.


    Martial Arts
    While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.


    Dedicated Weapon
    Whenever you finish a short or long rest, you can touch one weapon, and then count that weapon as a monk weapon until you use this feature again. The weapon must be a simple or martial weapon that you are proficient with, and must lack the heavy and special properties.


    Ki
    You can spend Ki Points to fuel ki features. You have 3 points per short rest and your Ki save DC is 12.

    Flurry of Blows - 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.

    Uses:
    [_] [_] [_] / Short Rest
    Flurry of Blows: 1 Bonus Action
    Patient Defense: 1 Bonus Action
    Step of the Wind: 1 Bonus Action


    Unarmored Movement
    Your speed increases by 10 feet while you are not wearing armor or wielding a shield.


    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.


    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 +6. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.

    Deflect Missiles: 1 Reaction
    Deflect Missiles Attack: 1 Reaction


    Implements of Mercy
    You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.


    Hand of Healing
    As an action, you can spend 1 ki point to touch a creature and restore 1d4+2 hit points.

    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
    When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra 1d4+2 necrotic damage. You can use this feature only once per turn.

    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

    GrooveSalad.

    Statblock Type

    Verum Character Sheet

    Link/Embed