Mizuki Masamune Character in Aietherhall | World Anvil
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Mizuki Masamune

Mizuki Masamune

Aasimar (Protector) Race
+1 wis, +2 wis cap, Smith tools Origin
Monk 4 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

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

 

MV

Prestige
3
Attunement Slots
17
Armor Class
35
Hit Points
+2
Initiative
40
Speed
WeaponAttackDamageTypeRangeQualities
Unarm Strikes 1d20+5 1d4+3 Bludgeoning5ftLight
Astral Strike 1d20+6 1d4+4 Force10ftLight
Attacks

Saves Proficiency

  • Strength(Monk)
  • Dexterity(Monk)

Skills Proficiency

  • Athletic(Monk)
  • History(Monk)
  • Arcana Expertise(Skill Expert)

Armor Proficiency

  • None

Weapon Proficiency

  • simple weapons(Monk)
  • shorts words(Monk)

Language Proficiency

  • Common (Aasimar)
  • Celestial(Aasimar)
  • ???(Int Modifer)

Tools Proficiency

  • Smith's(Orign)
  • Tinker's(Monk)


Proficiences

Gold ITEMS



Tools ITEMS



Items ITEMS



Weapons ITEMS


15 gp
2 sets of clothes
smiths tools, tinker tools
10 darts
shortsword
Explorer's Pack---
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope
---
1x healing potion

EPHEMERAL ITEMS



Inventory Spread Sheet


Spreadsheet of Current Inventory Don't use did not make the sheet yet
Equipment
15/15/14/11/11/10
Stat Array
Race
Aasimar (Protector)
  • +2 Any(Wis)
  • +1 Any other(Con)
Darkvision
  • Blessed with a radiant soul, your vision can easily cut through darkness. 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.
Celestial Resistance
  • You have resistance to necrotic damage and radiant damage.
Healing Hands
  • As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer
  • You know the light cantrip. Charisma is your spellcasting ability for it.
Radiant Soul
  • Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
    • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
    • Once you use this trait, you can't use it again until you finish a long rest.


Level 1
Monk

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).


Level 2
Monk

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
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.


Level 3
Monk - Way of Astral Self

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.
Arms of the Astral Self

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:
  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
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.


Level 4
Monk - Way of Astral Self

ASI

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
  • 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.


ASI/Feats


Level 1 - Skill Expert (+1 Wis, Arcana Prof & Expertise)
level 4 - ASI -> Dex +2
level 5 - linguist(+1 int, 3 languages + 1 from int mod -> ) Not level 5 yet

Other Bonus


Origin
  • +1 attribute(Wis)
  • +2 Cap Increase(Wis)
  • 1 Skill/Tool Prof(Smith)




Class/Racial Features & Traits
Children

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