Katrina
Cheerful girly, secretly very calculative, and loves to make money but has a sweet spot for fellow monk tabaxi's. She doesn't like elves much because her dad abused her mother when she was young before he was arrested. She gives most of her money to her mother, and lives with her too, she's a "mama's girl".
Half-Tabaxi Monk/Rogue (Level 10)
Medium Humanoid (Half-Tabaxi), Neutral Alignment
Armor Class: 17 (10 + DEX modifier + WIS modifier; Unarmored Defense)
Hit Points: 65 (based on average rolls: 5d8 for Rogue + 5d8 for Monk + CON modifier)
Speed: 40 ft. (Monk Unarmored Movement), Climb 20 ft.
Ability Scores
Ability | Score | Modifier |
---|---|---|
Strength | 10 | +0 |
Dexterity | 18 | +4 |
Constitution | 14 | +2 |
Intelligence | 10 | +0 |
Wisdom | 16 | +3 |
Charisma | 12 | +1 |
Proficiencies
- Saving Throws: Dexterity +7, Intelligence +3- Skills: Acrobatics +7, Stealth +7, Perception +6, Athletics +3, Sleight of Hand +7- Tools: Thieves' tools, artisan's tools (choose one)- Languages: Common, Tabaxi, and one other
Features
Half-Tabaxi Traits
- Darkvision: 60 ft.- Feline Agility: Double your speed until the end of your turn; recharge after moving 0 feet for 1 round.- Cat’s Claws: Your claws deal 1d4 slashing damage, and you can climb difficult surfaces without an ability check.
Monk Features (Way of the Open Hand)
- Unarmored Defense: AC = 10 + DEX + WIS modifiers.
- Martial Arts: Use Dexterity for unarmed strikes, dealing 1d6 damage.
- Ki Points (5): Spend to:
- Flurry of Blows (extra unarmed strikes).
- Patient Defense (Dodge as a bonus action).
- Step of the Wind (Disengage or Dash as a bonus action).
- Unarmored Movement: +10 ft. to speed.
- Deflect Missiles: Reduce ranged damage; can catch and throw back projectiles.
- Open Hand Technique: Add effects to Flurry of Blows (e.g., knock prone, push, or prevent reactions).
Rogue Features (Thief)
- Sneak Attack (3d6): Once per turn, deal extra damage to one creature if you have advantage or an ally is within 5 feet.
- Cunning Action: Dash, Disengage, or Hide as a bonus action.
- Fast Hands: Use an object or make a Dexterity (Sleight of Hand) check as a bonus action.
- Second-Story Work: Climbing doesn't cost extra movement.
Attacks
- Unarmed Strike: +7 to hit, 1d6 + 4 bludgeoning.
- Shortsword (Finesse): +7 to hit, 1d6 + 4 piercing.
- Sneak Attack: Add 3d6 damage to an attack once per turn.
- Claws: +7 to hit, 1d4 + 4 slashing.
Equipment
- Shortsword, dart (20), thieves' tools, adventurer's pack.
- Optional: magical items based on campaign.
Tactics
- Use Feline Agility for incredible mobility.
- Combine Flurry of Blows with Open Hand Technique to control enemies.
- Use Sneak Attack to maximize damage in a surprise round.
- Deflect Missiles provides defense against ranged attacks.
Children
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