Qifir Jeweleyes Fiaendrea | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Qifir Jeweleyes Fiaendrea

10 Level (0/85000 XP for level-up) Badlands-Ruin Explorer Background Chromatic, Metallic, Gem, Draconblood and Ravenite Dragonborn(Red, Gold and Emerald) Race / Species / Heritage Neutral Alignment
Beginning Weapons Monk
Level 10
Hit Dice: 10/10
1d8+3 Class 1

STR
12
+1
DEX
20
+5
CON
16
+3
INT
10
+0
WIS
14
+2
CHA
11
+0
94
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
45 ft
Speed (walk/run/fly)
10 / 10
Ki
3 / 3
Breath Weapon
1 / 1
Metallic Breath Weapon
0 / 100
Draconic Stacks
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+9 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+9 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+0 Deception CHA
+0 History INT
+6 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Race
  • Breath Weapon
  • When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Draconic Resistance
  • You have resistance to the damage type associated with your Chromatic Ancestry.

  • Chromatic Warding.
  • Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.

  • Forceful Presence
  • You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

  • Psionic Mind
  • You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

  • Gem Flight
  • Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.

  • Metallic Breath Weapon.
  • At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

    Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

    Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

    Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

  • Vengeful Assault
  • When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.

  • Beguiling Whisper
  • The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC Wisdom(monk saving throw) saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.

    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.
    Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

  • 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.

  • Dedicated Weapon

  • 2nd-level monk optional feature

    You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

    The chosen weapon must meet these criteria:

    The weapon must be a simple or martial weapon.
    You must be proficient with it.
    It must lack the heavy and special properties.

  • 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.

  • Ki-Fueled Attack

  • 3rd-level monk optional feature

    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.

  • 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.

  • Quickened Healing

  • 4th-level monk optional feature

    As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

  • 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.

  • Focused Aim

  • 5th-level monk optional feature

    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.

  • 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.

  • 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.

    Subclass: Bladeweaver Monk


    3rd Level Features

  • Weapon Summoning
  • You gain the ability to summon a weapon into your hand as a bonus action. You gain proficiency with the weapon when you summon it, but it must be a simple or martial melee weapon that you have seen before, lacks the heavy and special properties. The summoned weapon is treated as a monk weapon for you. The summoned weapon lasts until you dismiss it as a bonus action or if it's more than 30 feet away from you at the end of your turn.

  • Bladeweaver's Strike
  • You learn to channel your ki through your summoned weapon, enabling you to make precise strikes. When you hit a creature with a weapon attack using your summoned weapon, you can spend 1 to 3 ki points. For each ki point spent, roll your Martial Arts dice and add the total to the damage inflicted on the target.

    6th Level Feature

  • Bladeweaver's Flurry
  • When you use your Flurry of Blows feature, you can replace one of your unarmed strikes using your summoned weapon instead. Additionally, while using your summoned weapon for Flurry of Blows, you can apply any special properties of a weapon you have seen to the strikes, such as reach. You can now summon weapons with the heavy and special properties.


    Subclass: Beginning Monk

    3rd Level Feature
  • Starting The Journey

  • You gain the ability to connect with the soul of the world. As a bonus action, you can spend 1 ki point to enter a state of heightened awareness. While in this state, you gain advantage on Wisdom (Perception) checks and Dexterity saving throws. Additionally, you can use your reaction to make an unarmed strike against a creature if they move within 5 feet of you.

    This state lasts for 1 minute, or until you end it as a bonus action. Once you use this ability, you can't use it again until you finish a short or long rest.

  • Rule of Planar Roses

  • Your connection to the world allows you to channel the elements of the planes of the world. Once per turn, when you hit a creature with an unarmed strike or monk weapon, you can choose to imbue your strike with elemental energy. Choose one of the following damage types: fire, cold, thunder, or lightning. The creature takes an additional martial arts die in damage of the chosen type.

    Additionally, when you use your Flurry of Blows feature, you can spend an additional 1 ki point to imbue each of your unarmed strikes with elemental energy, dealing an additional martial arts die damage of the chosen type.

    6th Level Feature

  • Wings of the Soul
  • Your connection to the soul of the world has granted you the ability to sprout wings of pure energy. When you use your "Starting The Journey" feature, you can spend an additional ki point to enter a state of heightened awareness and sprout wings of world energy.

    While in this state, you gain all the benefits of the "Starting The Journey" feature, but the duration is extended to 10 minutes. In addition, you gain a flying speed equal to your current walking speed, and you can hover in place if you wish. If you already have a fly speed, your fly speed increases by 10 feet while your wings of energy are active.

    The wings of energy are a manifestation of your soul's connection to the world, and as such, they cannot be harmed or dispelled by any means.

    The Dragonic Orb
    A crystal ball that can attach to a single martial weapon

  • Dragonic Charge
  • At the start of your turn you gain 1 dragonic stack, as a item interaction you can convert a stack into ki, or turn ki into stacks.

  • Dragonic Release
  • After gaining 10 dragonic stacks you can expend them as a bonus action to become a dragon that counts as your unarmoured defence for the purpose of unarmoured movement. Your base AC turns into 20 and your unarmed attacks deal an additional 1d4 fire damage. You gain immunity to fire damage and instead reflect it back to the creature that dealt the damage. You gain a 60ft fly speed or if you have a fly speed that has more than 60 it instead gains an additional 10ft to it. This armour lasts for 1 minute and once the minute is up you gain 1 exhaustion.

  • Dragon's Last Stand
  • You can expend your dragonic form, to make a single attack against a creauture within 120ft of you. You jump into the air and begin to fall, Your Draconic form turns into a blazing energy around your legs. They must make a con save against your dc, on a fail they are decapitated and die if they cannot live without a head, if they can survive without a head or succeed the saving throw they instead take 10d10 true slashing damage. After using this feature, you gain 5 exhaustion and cannot use it until you lose all exhaustion.

  • Dragon's Grief
  • You turn into Tiamat for 1 hour, while under this effect you will have to make a wis save every 10 mins or berserk. After the 1 hour is up, you will form back into your original form but the gauntlet will lose it's Draconic charge feature, you will still be able to turn ki into a stack.

    FEATS

  • Whelming Ancestry

  • The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits:

    If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.

    You can use your Breath Weapon or Dragon's Fear as a bonus action.

    You can choose a second ancestry but it cannot be of the opposite element (Cold/Fire).

  • Dragon Soul

  • As an action, until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity. You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest.

    Soul Breath: You gain the ability to harness a part of your soul in your breath weapon:

    Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage.

    Your Breath Weapon DC is increased by 3.

    Features & Traits
    Chopsticks of Creation and Destruction
    Twin atunement- 1 slot each chopstick
    1d8 piercing damage

    Previous Owner: Satan Banedragon, God of Dragons and Alcohol

    Creation
    on Critical hit, choose 1 item and conjure it 5 feet from yourself. (Pref. Alcohol)
    no magic items, only mundane items

    Destruction
    on a critical hit, the mundane item within 5 feet is destroyed and gives aditional
    damage of 5 times of your level.

    Inventory
    8 Darts
    Dungeoneer's Pack
    Shortsword

    serpentine dragon-like pendant - A red dragon is engraved on it, holding a multi-coloured orb
    6610 gold
    Binding Faith
    Balance Card(Text RP)
    Soul catcher thing
    Nomi's Apple
    2 basic potions
    Portrait of Qifir
    Portrait of triple A
    The red necklace
    Kal's petals
    basic health

    Iron Gauntlets of Wrath - Wondrous Item (Gauntlets), Rare (requires attunement by a Monk)
    These iron gauntlets are adorned with intricate etchings of ancient symbols of power. When worn by a monk attuned to their magic, they empower the wearer with the fury of a raging storm.

    Wrathful Strikes: While wearing these gauntlets, your unarmed strikes deal an additional 1d6 force damage. This damage increases to 2d6 at 11th level and 3d6 at 17th level.

    Thunderous Step: Once per short rest, you can channel the gauntlets' power to unleash a shockwave with your step. As a bonus action, you stomp the ground, causing a shockwave to radiate out from you in a 30-foot radius. Creatures of your choice within the radius must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 6d8 thunder damage and be pushed 30 feet away from you. On a successful save, they take half damage and are not pushed.

    Raging Tempest: When you score a critical hit with an unarmed strike while wearing these gauntlets, you can choose to spend 3 ki points to unleash a flurry of blows. Immediately after the critical hit, you can make two additional unarmed strikes as part of the same attack action (This Stacks up to a max of 10 strikes).

    Starcaller's Sextant - Legendary, Attunement (Only by a monk, cleric, paladin, or druid)
    This ornate sextant appears as a finely crafted navigational tool, adorned with celestial motifs etched into its brass frame. Gleaming sapphire lenses accent its design, and constellations seem to subtly shift within its scope when activated.

    Wayfinder's Insight: By spending 10 minutes studying the night sky with the Starcaller's Sextant, the wielder can gain insight into their current location, as well as the locations of significant points of interest within a 50-mile radius. This insight manifests as a mental map, providing the wielder with a general sense of direction and distance to the chosen points.

    Stellar Echo: Once per week, the Starcaller's Sextant can harness the power of a distant star to create a temporary magical effect. The wielder selects a visible star in the night sky and speaks its name while holding the sextant aloft. Depending on the star chosen, effects can vary widely, from summoning a brief shower of shooting stars to fall down to providing temporary protection of starlight.

    Bonus
    Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).

    Resistance againts fire damage.
    Freakin pog at chess

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Language:
  • Draconic
  • Common
  • Infernal
  • Celestial
  • Abyssal
  • Profs:
  • Simple Weapons
  • Shortswords
  • Flute
  • Tinkers tools

  • Languages & Proficiencies
    1 inspo

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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