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Astrid

Wood Elf Race
Dolten/ Ward of Witchtown Origin
Rogue 1 / Shadow Monk 3 4 Class & Level
Chaotic Neutral Alignment
Crowley Deity
Freemen Faction
Member Rank/Position
1 Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 4
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+5 Dexterity
+3 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+4 Investigation
+5 Martial
+3 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+7 Stealth
+5 Survival
skills

 
6
MV
0
Prestige
1
Attunement Slots
16
Armor Class
36
Hit Points
+3
Initiative
45
Speed
Attacks
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Keen Senses (Elf): Perception

Rogue Start: Stealth (expertise), Sleight of Hand, Martial, Acrobatics, Thieves' Tools

Ward of Witchtown: Investigation (expertise)
+2 to Passive Investigation and Passive Perception

Crowley Lip Service: Insight

Factionless: Survival, Brewer's Kit

Freemen: Cartographer's Tools, Navigator's Tools, Waterborne Vehicles
Proficiences
Shortbow 2 lbs

Quiver + 16 arrows 2 lbs


Equipment
Freemen
Faction
Madman
Stat Array
----------- Stat Line ----------

Wood Elf: +2 DEX, +1 WIS

Dolten: +1 WIS, +3 to saving throws vs Fear effects
Ward of Witchtown: +1 CON, Cannot receive Help action

---------- Racial ---------

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.")
While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Darkvision: Accustomed to twilit forests and the night sky, 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.

Fleet of Foot: Your base walking speed increases to 35 feet.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

----------- Rogue ------------

Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
(Stealth, Investigation)

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

--------- Monk ---------

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: 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.

  • Ki: 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: 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.

    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.

    Shadow Arts: You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

    Total Ki: 3
    Ki Save DC: 13



    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

    Arcadum.

    Statblock Type

    Verum Character Sheet

    Link/Embed