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Celestyn Lorin

1 Level (0/300 XP for level-up) Noble Background Aasimar Race / Species / Heritage Neutral Good Alignment
Monk
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
16
+3
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
17
+3
CHA
13
+1
22
Hit Points
+4
Initiative (DEX)
53
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
0 / 0
Ki
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+1 Deception CHA
+3 History INT
+3 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +3 STR 1d6+3 Piercing
 Finesse, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light 1 action Touch 1 hour VM
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

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.

Features & Traits
Dice
A set of fine clothes
Signet ring
Scroll of pedigree
10 darts
Shortsword
Dungeoneers Pack
Violin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Common
Celestial
Primordial
Armor: None
Weapons: Simple weapons, shortswords

Languages & Proficiencies
Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Personality Traits
Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)

Ideals
My house's alliance with another noble family must be sustained at all costs.

Bonds
I have an insatiable desire for carnal pleasures.

Flaws


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