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Charlcides "Bitey" Heloderma Cornutum de Lacertilia IV

2 Level (0/900 XP for level-up) Folk Hero Background Viashino Race / Species / Heritage Chaotic Good (Lawful Good in his village) Alignment
Monk
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
11
+0
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
13
+1
16
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+1 Deception CHA
+0 History INT
+4 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +4 DEX 1d4+4 Piercing
 Unarmed Strike, Race Feature (Monk)
Lashing Tail +4 DEX 1d4+4 Slashing
 Unarmed Strike, Race Feature, REACTION to MELEE (Monk)
Punch/Kick +4 DEX 1d4+4 Bludgeoning
 Unarmed Strike (Monk)
Darts +4 DEX 1d4+4 Piercing
 Finesse, Thrown (20/60), Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Attacks

Bite (Race)


Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.



Lashing Tail (Race)


Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.



Rustic Hospitality (Folk Hero)


Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.



Unarmored Defense (Monk)


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 (Monk)


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 (Monk)


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.


Unarmored Movement (Monk)


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.



Dedicated Weapon (Monk)


Also at 2nd level, 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.



Features & Traits

Darts (10)


Shovel


Iron Pot


Cook's Utensils


Common Clothes


Pouch


2 *Strange Cookies ("good for focusing, feeling relaxed" "eat it while youre fighting" "similar to [health] potion")


1 Health Potion





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 12, Platinum: 0 Money

Languages


Common


Draconic


Tools


Vehicles (Land)


Cook's Utensils


Carpenter's Tools


Weapons


Simple Weapons


Shortswords


Unarmed




Languages & Proficiencies

I'm confident in my own abilities and do what I can to instill confidence in others.


I get bored easily. When am I going to get on with my destiny?


I have a strong sense of fair play and always try to find the most equitable solution to arguments.


I misuse long words in an attempt to sound smarter.




Personality Traits

There's no good in pretending to be something I'm not.


People deserve to be treated with dignity and respect.





Ideals

Journeying to grow stronger, and become a dependable defender of my people.





Bonds

I act strong, but I am constantly worried I am not strong enough to protect those I love. Wreaked by self-doubt.


Occasionally struggles to adapt to city life. His nickname "Lil' Bitey" was originally used by meaner member's of the Guild to tease him for his habit of biting his enemies, though he never realized their cruel intentions, and has since taken a liking to the name.





Flaws

At 7, a pack of harpies attacked his village, the warriors fought them off valiantly, until the Harpy Matriarch made her attack. Seeing his father and brother in danger, he ran from the village's shelter to try to help them. While he failed to save them, he managed to bite the throat of the Matriarch, killing her, and saving his village.
Many of the villages warriors died in the attack, leaving Charlcides, the fallen Chief's son, very large shoes to fill. At 16, he embarked on his journey to become stronger for the sake of his village.


Harpies frequently attacked his village trying to steal Viashino young to eat, and he has grown a deep hatred for harpies and similar bird monsters. However, due to the trauma of losing his Father and Brother, he has an extreme fear of Harpy Matriarchs, that he hopes to overcome.


Within his village, his alignment is Lawful Good, however his village's customs and traditions are considered odd in cities, making him seem Chaotic Good to city folk.


His village is a conglomerate of various Viashino clans, it is tradition in the village to have your ancestor's clan names in your name, as a show of reverence to where you came from.
Some clan's have unique traditions, and does his best to be respectful of a unique peoples' traditions.

Charlcides is related to the Horned Lizard clan, and the Gila Monster clan.


He is short and skinny besides Humans and Elves, but considered tall, with a slight build among Viashino.




Notes


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