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Kite Yote

Mink Race
Harborfolk Origin
Monk 2 Class & Level
Neutral Alignment
N/A Deity
N/A Faction
N/A Rank/Position
0 Loyalty
N/A Company

Strength 13
+1
Dexterity 16
+3
constitution 14
+2
intelligence 8
-1
wisdom 14
+2
charisma 8
-1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+3 Strength
+5 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
-1 Arcana
+3 Athletics
-1 Deception
-1 History
+2 Insight
-1 Intimidation
-1 Investigation
+0 Martial
+2 Medicine
-1 Nature
+4 Perception
-1 Performance
-1 Persuasion
-1 Religion
+5 Sleight of Hands
+5 Stealth
+2 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
15
Armor Class
19
Hit Points
+3
Initiative
40
Speed
Sickle 1d20+5 1d4+3
Claws 1d20+5 1d6+3
Bite 1d20+3 1d8+1
Darts 1d20+5 1d4+3
Electro[Roll:1d4]
Attacks
Armor: None
Weapons: Simple weapons, Shortswords
Tools: Land Vehicles, Water Vehicles, Playing Cards
Saving Throws: Strength, Dexterity
Skills: Athletics, Acrobatics, Perception, Stealth. Sleight of Hands
Proficiences
WEAPONS
10 Darts
Sickle
EQUIPMENT
Backpack
Bedroll
Mess Kit
Tinder Box
10 Torches
10 Rations
Waterskin
50ft Hempen Rope
Fishing Tackle
Playing Card Set
Common Clothes
Rowboat
Pouch
MONEY
5 GP
Equipment
N/A
Faction
Custom
Stat Array
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
At 1st level, 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). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
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=2.

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 = 12

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.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Electro
Whenever you deal damage with a melee attack you may choose to deal an additional 1d4 lightning damage.

Animalistic Features
-Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
-Bite. Your teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Sulong
During the full moon you undergounder go a transformation. A mink's transformation begins with their pupils shrinking to an extremely small size as their eyes turn blood-red. Their fur and hair turn pure-white as their bodies grow in size. Particularly hairy and furry areas, like manes and tails, have been shown to grow tremendously and take on a wilder appearance. Overall, their bodies look even more animalistic than they do normally. Once transformed, their body is constantly surrounded by sparks of Electro.
As long as you are in control of the Transformation you may end this transformation as a bonus action.
* Enhanced Strength and Agility Your strength, and dexterity increase to 18 and you gain temporary hit points equal to half your total hit point. Additionally your movement speed is doubled and you gain advantage on all strength, or dexterity saving throws.
* Enhanced Electro. Whenever you deal damage with a melee attack you may choose to deal an additional 2d8 lightning damage.
* Transformation Flaws:
* When transforming you are unable to move for 1 minute.
* When transforming you must do a wisdom saving throw DC=17 or lose control of your character. Additionally every time you take damage without temporary HP you must do the saving throw again. To regain control of the transformation you may attempt the saving throw at the start of every round.
* Each round of combat/every 6 seconds you are in the transformation you lose 5 hit points. If you reach 0 hit points you will die.

Harborfolk
You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are).


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.


Created by

Metlgraymon.

Statblock Type

Verum Character Sheet

Link/Embed