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Bohnny Boestar aka. Botaro Kubo like his favourite manga author Titty Kubo

10 Level (0/85000 XP for level-up) Racer Background Rock Gnome Race / Species / Heritage Yare Yare Daze Alignment
Monk
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
14
+2
100
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
13
Passive Perception
10 / 10
Ki Points
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+7 Dexterity
+2 Constitution
+2 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
+7 Insight WIS
+6 Intimidation CHA
+2 Investigation INT
+11 Driving (Land Vehicles) DEX
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
ASI: 12, 13, 13, 13, 11, 14 (origin) --> 13,14,14,14,12,15 (starting ASI) --> 14, 14, 16, 13, 12, 15

City-folk
+1 to all ASIs
Starting Item;
50 data

Racer
You gain expertise on all checks that involve driving land vehicles.
You can open locked land vehicles without the need of a check, but it will alert the nearest police to your location.

Echo Synapse - An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits:
Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.

Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.

Features & Traits
x2 Shortswords
x1 Burglars Pack
Studded Leather Armour, two daggers, and thieves' tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Level 4 : Grappler (+1 DEX)
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

Level 8 : Skilled (Intimidation, Insight, Sleight of Hand)

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Languages. You can read, speak, and write Common and Gnomish.

Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Tinker. You have proficiency with artisan tools (tinker's tools)

Hit Points


Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies


Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (Jojo Theme)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

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.

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.

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.

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.

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.

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.

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.

Evasion


At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind


Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body


At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Arms of the Astral Self


At 3rd level, 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.



Visage of the Astral Self


When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.


  • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

  • Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

  • Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.



Languages & Proficiencies
https://jojo.fandom.com/wiki/Jotaro_Kujo

Personality Traits
https://jojo.fandom.com/wiki/Jotaro_Kujo

Ideals
https://jojo.fandom.com/wiki/Jotaro_Kujo

Bonds
https://jojo.fandom.com/wiki/Jotaro_Kujo

Flaws
ASI +2 (DEX) +1 (CON)
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Languages. You can read, speak, and write Common and Gnomish.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

  • At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.



Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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