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Plays-with-balls

Tabaxi Race
Gate Urchin Origin
(Monk) Drunken Master 6 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 8
-1
Dexterity 18
+4
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 14
+2
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+2 Strength
+7 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+7 Acrobatics
+2 Animal Handling
+0 Arcana
-1 Athletics
+5 Deception
+0 History
+5 Insight
+2 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+0 Nature
+5 Perception
+5 Performance
+2 Persuasion
+0 Religion
+7 Sleight of Hands
+7 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
39
Hit Points
+4
Initiative
45
Speed
NameAttackDamage & TypeRange
Unarmed x2 1d20+4 1d6+4 B/P5ft
Darts x10 x2 1d20+4 1d4+4 P20ft/60ft
Light Crossbow 1d20+4 1d8+4 P80ft/320ft
Attacks

Climb Speed: 20ft

Skills & Saves

Saves

Strength, Dexterity

Skills

Perception, Stealth, Acrobatics, Insight, Performance, Deception, Sleight of Hand
Weaponry
  • Simple weapons
  • Short swords
Tools & Vehicles
  • Thieves' Tools
  • Cook's utensils
  • Brewer's supplies
  • Bagpipes
Languages
Common (Script: Halfling), Goblin (Dwarvish script: Dwarvish, Giant, Gnomish, Orc, Primordial)

Proficiences

Ki

Recharge: Short or Long rest
Ki save DC: 13
KiNameEffect
1Flurry of BlowsRight after Atk, bAct = Punch x2; Disengage; +10ft Speed
1Patient DefencebAct = Dodge
1Step of the WindbAct = Disengage / Dash; jump dist x2
1Deflect Missiles: ThrowThrow a caught missile: 1d20+7 , DAM+7, 20ft/60ft
1Stunning StrikeCON sav; fail = stunned (until end of my next Turn)
1Redirect AttackIf enemy (melee) miss; Reac = Hit a creature within 5ft of me (not atkr)

Spellcasting
CurrencyAmount
GP10
Backpack, crowbar
Advantage on Strength checks where leverage can be applied.
, hammer, piton x10, torch
Burns for 1 hour, provides bright light in a 10ft radius and dim light for an additional 20ft. DAM = 1 fire.
x10, tinderbox, ration x10, waterskin, hempen rope 50ft, Thieves' Tools
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components: Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation & Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
, battered alms box, cast-off military jacket (tied as belt), common clothes (worn), belt pouch, Bagpipes
"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

See the Tool Proficiencies entry on the Variant and Optional rules page for more information.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
DC10: Identify a tune.
DC20: Improvise a tune."
, Cook's utensils
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Components: Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
DC10: Create a typical meal.
DC10: Duplicate a meal.
DC15: Spot poison or impurities in food.
DC15: Create a gourmet meal."

Equipment

Consider asking about the UA version. Ask about using the Gate Urchin background



  • Darkvision
    "You have a cat's keen senses, especially in the dark. 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."
    60ft

  • Feline Agility
    "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns."
    (Move 0ft) When moving on turn, double speed until end of Turn.

  • Cat's 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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."
    Unarmed = 1d4-1 . Climb speed +20ft.

  • Red Plume and Mage Guild Contacts (DM's approval?)
    "You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature."
    Some food, simple equipment (temp use), access to low-security areas.

  • Unarmoured Defence
    "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."
    No shield/armour?AC = 10 + DEX + WIS

  • 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 1d4 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. (5 = d6, 11 = d8, 17 = d10)

      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)."
    Monk Weps/Punch = DEX/STR; Punch/Monk Wep = 1d6 ; (Punch/Monk Wep) If Atk, bAct can Punch

  • 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."
    See Spellcasting

  • Unarmoured 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. (6 = +15ft, 10 = +20ft, 14 = +25ft, 18 = +30ft)

    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move."
    Speed = +15ft

  • 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.

    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."
    Reac = - 1d10+6+4 ; if 0, catch missile. 1Ki to throw (details in Spellcasting)

  • Drunken Technique
    "The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

    A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

    Bonus Proficiencies

    When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

    Drunken Technique

    At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn."
    See Flurry of Blows

  • Athlete
    (Feat) You have undergone extensive physical training to gain the following benefits:
      • Increase your Strength or Dexterity by 1, to a maximum of 20.
      • When you are prone, standing up uses only 5 feet of your movement.
      • Climbing doesn't cost you extra movement.
      • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
    Stand up = 5ft; Climbing != extra mve cost; 5ft = long/high jump

  • 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."
    Reac = -30DAM from fall

  • Extra Attack
    "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn."

  • Stunning Strike
    "Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn."
    See Spellcasting

  • Ki-empowered Strikes
    "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."

  • Tipsy Sway
    "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
    • Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
    • Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you."
    See spellcasting


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

Nijoloblob.

Statblock Type

Verum Character Sheet

Link/Embed