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Grey Masque

Tiefling (Variant) Race
Bloodwave Bay (Brutal Coast) Origin
Monk 2 Class & Level
Chaotic Good Alignment
The Seven Deity
The Freeman Faction
Swab Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 15
+2
intelligence 12
+1
wisdom 15
+2
charisma 10
+0
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+1 Arcana
+2 Athletics
+0 Deception
+1 History
+4 Insight
+2 Intimidation
+1 Investigation
+2 Martial
+2 Medicine
+1 Nature
+2 Perception
+0 Performance
+0 Persuasion
+1 Religion
+4 Sleight of Hands
+6 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
17
Hit Points
+3
Initiative
40
Speed
Quarterstaff 1d20+6 1d6+4
Dart 1d20+6 1d4+4
Attacks
Simple weapons, Shortswords
Cook's Utensils, Cartographer's Tools, Navigator's Tools, Vehicles (Water)

Athletics (o)
Insight
Intimidation (o)
Stealth
Proficiences
Thaumaturgy
Cast: 1 action Range: 30 ft
Verbal 1 min Transmutation
Create one of the following magical effects within range:
Your voice booms up to 3x louder for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound from any point within range. You instantly cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute.
When used multiple times, 3 of these 1-minute effects can be active at once.
Spellcasting
Quarterstaff
Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope)
10 Darts

Freemen Cloak - Advantage on saving throws that impede movement (while worn)
Cartographer's Tools
Navigator's Tools
50 ft silk rope
Common Clothes
10 gp
Collapsing Pole
Antitoxin
Net
Equipment
The Freeman
Faction
Mad Man
Stat Array
(Int +1, Dex+2)
Languages: Common, Infernal
Darkvision - Up to 60 ft, standard
Hellish Resistance - Resistant to Fire damage
Hellfire - You know the Thaumaturgy cantrip.
(Brutal Coast bonus) Once per round when you hit a creature with a weapon attack, the creature takes an extra 2 damage if it's below its hit point maximum.

Unarmored Defense - When wearing no armor and/or shield, AC = 10 + Dex mod (4) + Wis mod (2)
Martial Arts - Gain the following when wielding monk weapons or unarmed, and with Unarmored Defense active: Can use Dex instead of Str for attack and damage rolls on applicable attacks; roll a d4 in place of normal damage of unarmed strike or monk weapon (changes by Monk level when using Attack action with unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Ki - May expend Ki points to use one of the following actions: Flurry of Blows, immediately after an Attack action you can spend 1 point to make 2 unarmed strikes as a bonus action; Patient Defense, spend 1 point to take the Dodge action as a bonus action; Step of the Wind, spend 1 point to take the Disengage or Dodge action as a bonus action, and jump distance is doubled for the 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.


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