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Abyssal Knife Monks

Class & Level: Monk 12 (Way of Shadow)
ABILITY SCORES & ABILITIES
Strength 17
  Dexterity 20
+5 ... Dexterity Ability Checks +9 ... Dexterity Saving Throws * +9 ... Acrobatics Skill * +5 ... Sleight of Hand Skill +9 ... Stealth Skill *
Constitution 13
+1 ... Constitution Ability Checks +1 ... Constitution Saving Throws
  Intelligence 10
  Wisdom 17
+3 ... Wisdom Ability Checks +3 ... Wisdom Saving Throws +3 ... Animal Handling Skill +3 ... Insight Skill +3 ... Medicine Skill +7 ... Perception Skill * +3 ... Survival Skill
  Charisma 11
COMBAT
17 ... Passive Perception +5 ... Initiative Modifier
Armor Class 20
50 ft. Speed ... Base distance per move
75 hit points Martial Arts. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1d8+5 bludgeoning damage. Strike counts as magical to overcome target's resistence to nonmagical attacks and damage. Can also make unarmed strike as bonus action.
Dart. Ranged Weapon Attack: +9 to hit. Hit: 1d4+5 piercing damage. (Normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, do once per round.)
FEATURES, TRAITS, SPECIAL ABILITIES
Criminal Background [PHB p. 129] • Feature: Criminal Contact. • Traits: Reputation for attracting trouble. Wildly misinformed about life above ground. • Ideal: In a mad world, only the mad are sane. • Bond: Seeks rise within the thieves' guild. • Flaw: Ruthless toward victims.
Proficiencies & Languages • Proficiency Bonus: +4 • Armor: none • Weapons: simple weapons, hand crossbow, rapier, shortsword • Tools: calligrapher's supplies, gaming set (dice set), thieves' tools • Saving Throws: Strength, Dexterity • Skills: Acrobatics, Athletics, Deception, Perception, Stealth • Languages: Common, Elvish
Dark Elf Traits [PHB p. 23] • Age: 268 years old • Medium Size (5' 3", 145 lbs.) • Superior Darkvision (120 feet) • Sunlight Sensitivity (attack, Perception disadvantage) • Drow Weapon Training (var. weapons) • Drow Magic (Charisma-based; Dancing Lights cantrip; Faerie Fire and Darkness spells each once betw. long rests) • Fey Ancestry (vs. charm, no sleep) • Keen Senses (Perception) • Trance (4 hrs. as 8 hrs. sleep)
Ki Energy
• 12 ki points betw. short or long rests   Class Features [PHB p. 76] • Unarmored Defense (AC) • Martial Arts (1d8, bonus attack) • Flurry of Blows (1 ki for two unarmed attacks as bonus action) • Patient Defense (1 ki for Dodge as bonus action) • Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled) • Unarmored Movement (higher speed) • Deflect Missiles (reduce by 1d10+17) • Shadow Arts (2 ki for Darkness, Darkvision, Pass Without Trace, or Silence) • Slow Fall (-60 damage) • Extra Attack (2/attack) • Stunning Strike (1 ki point, Constitution save of stunned) • Shadow Step (bonus action to teleport 60 feet from dim light/darkness to same, adv. next attack) • Evasion (area effect half or no damage) • Stillness of Mind (end charmed or frightened) • Purity of Body (immune disease, poison) • Cloak of Shadows (invisible in dim light/darkness as action) Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, do once per round.)     EQUIPMENT & TREASURE   Carried Gear (PHB, p. 143): ten (10) darts, belt pouch, crowbar, set of dark common clothes with a hood. (This load is about 7.5 lbs.; add 1 lb. per 50 coins carried.)   Coins & Gems: 6,503 gold pieces (gp 72 silver pieces (sp 42 copper pieces (cp 3 gems (worth 100 gp each)
Children

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