Shai Sora | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Shai Sora

Forest Gnome Race
Khao(Jungle)/Tracker Origin
Rogue[Scout](4)/Monk[Kensei](3) - Level 7 Class & Level
Neutral Good Alignment
Silloway Deity
Member of World Wanderers Faction
Member Rank/Position
16 Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 10
+0
intelligence 17
+3
wisdom 15
+2
charisma 10
+0
Total Hit Dice 7d8
Hit Die
1d8+0
+3 proficiency bonus
+0 Strength
+6 Dexterity
+0 Constitution
+6 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+9 Acrobatics
+2 Animal Handling
+3 Arcana
+2 Athletics
+0 Deception
+3 History
+2 Insight
+0 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+9 Nature
+8 Perception
+0 Performance
+0 Persuasion
+3 Religion
+6 Sleight of Hands
+6 Stealth
+8 Survival
skills

 
21
MV
0
Prestige
1
Attunement Slots
15
Armor Class
46
Hit Points
+3
Initiative
45ft
Speed
WeaponAttackDamageRange
Unarmed 1d20+6 1d4+3 Melee
Shortsword 1d20+6 1d6+3 Melee
Katana 1d20+6 1d6+3 / 1d8+3 Melee
Rapier 1d20+6 1d8+3 Melee
Dagger 1d20+6 1d4+3 Melee/20ft/60ft
Shortbow 1d20+6 1d6+3 80ft/320ft
Hand Crossbow 1d20+6 1d6+3 30ft/120ft
Attacks
( [ex] = expertise )

Armor: light armor
Weapons: simple weapons, hand crossbows, shortbows, rapiers, shortswords
Exotic Proficiency: katana
Tools: thieves' tools, cartographer's kit, woodcarver's tools, Ranger Stones, calligrapher's supplies
Abilities: acrobatics[ex], nature[ex], perception[ex], slight of hand, stealth, survival[ex]
Languages: common, gnomish, dwarven, thieves cant
Proficiences
Cantrips: Minor Illusion
Spellcasting
Gold: 0gp
Crafting Tokens: 13
Crafting Materials: Inquisitor's Timepiece, Dynamic Needle, Charged Weave (Some of these might be blown up I don't know)
Mundane Items: 20 arrows + quiver, 20 silvered bolts + case, backpack, Cartographer's kit, common cloths, traveler's cloths, 2 empty vials, 1 health potions, insect repellent (greasy salve) w/ 20 uses left, leather armor, mess kit, net, 2 rations, 2 ropes (50ft each), shortbow, shortsword, katana, hand crossbow, Thieves' tools, tinderbox, waterskin, 2 scrolls of Create or Destroy Water, scroll of Locate Object, Potion of Gaseous Form, woodcarver's kit, climber's kit, , smith's tools, bedroll, Greater healing potion, 1 Potion of Growth, a Lord of Blades body pillow, a carved wooden Daborakian horse, bandoleer
Potion Bandoleer(holding health potion, potion of growth and one greater healing potion)
-------------------------------
Magical Items
-------------------------------
Guiding Stone (Attuned): This opal, infused with the power of the ranger stone, radiates with guidance. While attuned this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protect from the negative effects of temperature except in the most extreme cases.

Ranger Stones: Provides the following benefits to a resting party within their protection:
  • Wandering creatures have disadvantage on perception and investigation checks to find the campsite or detect the party within.
  • Provides the temperature benefits of the Guiding Stone to all those resting within.
  • Any healing that occurs from spending hit dice during a rest, heals that creature an additional 4 hitpoints.

  • Equipment
    Member of World Wanderers
    Faction
    Mad Man
    Stat Array
    ----------------------------
    Origin Benefits:
    ----------------------------
    Tracker: The wilds of the sky and the jungle have taught you not to fear heights. You have resistance to falling damage and suffer no damage from falls of 30ft or less.
    ----------------------------
    Forest Gnome Traits:
    ----------------------------
    Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
    Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
    Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
    -------------------------------------
    Scout Rogue Features
    -------------------------------------
    Expertise: Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Chosen Proficiencies: Acrobatics, Perception)
    Sneak Attack: Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
    Thieves' Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
    Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
    Skirmisher: You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
    Survivalist: You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
    -------------------------------------
    Kensei Monk Features
    -------------------------------------
    Unarmored Defense: 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. (Current: d4)
    -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: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.
    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.
    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.
    Path of the Kensei: When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
    Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
    Current Kensei Weapons: Katana, Hand Crossbow
    Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
    Kensei's Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
    Way of the Brush: You gain proficiency with your choice of calligrapher's supplies or painter's supplies. (Chosen Prof: Calligrapher's)
    -------------------------------------
    Feats
    -------------------------------------
    Mobile: You are exceptionally speedy and agile. You gain the following benefits:
    -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.

    -------------------------------------
    World Wanderer Benefits
    -------------------------------------
    Primal Surge: As an bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

    Kytolok Agenda Completion: The city of Kytolok is restored for the war, and within it the reputation of the World Wanderers is heightened, Faction members gain access to special ammunition provided by the city of Kytolok. At the start of each mission, choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:

  • Healing Leech: When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.
  • Bloodthirst: When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.

  • They receive three items (six for greater missions & campaign) of the chosen ammunition. These items lose their potency (go away) after the mission/campaign is completed, and thus cannot be hoarded. These items can be traded among your party during your mission.
    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

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    Statblocks for your spells.

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    Created by

    SpacePlatypi.

    Statblock Type

    Verum Character Sheet

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