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Neeva

Monk 7 7 Class & Level
Variant Human Race
// Origin
Chaotic Neutral Alignment
Lo Specialista StatBlock

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 11
+0
wisdom 20
+5
charisma 10
+0
Total Hit Dice 7
Hit Die
1d8+1
+3 proficiency bonus
+3 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+8 Insight
+0 Intimidation
+0 Investigation
+5 Martial
+8 Medicine
+0 Nature
+11 •• Perception
+0 Performance
+0 Persuasion
+3 Religion
+2 Sleight of Hands
+5 Stealth
+8 Survival
skills

 
17
Armor Class
9
Hit Points
+2
Initiative
45
Speed
Attacks
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools
Saving Throws: Strength, Dexterity
Skills: Insight and Stealth

Skill Expert: Perception & Perception Expertise
Proficiences
Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts

Equipment
##Level 1##
Race: Proficiency -> Survival
Feat: Skill Expert -> Perception -> ex: perception
Feat: Skill Expert -> +1 WIS.
Race: +1 WIS , +1 DEX.


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.

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 in the Weapons section.




##Level 2##

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.

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
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.













##Level 3##
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 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, which has a normal range of 20 feet and a long range of 60 feet.




Monastic Tradition Feature: Way of the Astral Self
Arms of the Astral Self
3rd-level Way of the Astral Self feature

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.





##Level 4##
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.


Ability Score Improvement: +1 WIS, +1 DEX




##Level 5##
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.



##Level 6##
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.



Monastic Tradition Feature: Way of the Astral Self
Visage of the Astral Self
6th-level Way of the Astral Self feature

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.



##Level 7##
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.


Features & Traits
Hermit
*** WORK IN PROGRESS ***
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp



L’infanzia di Neeva
Neeva, nasce a Nibenay in una famiglia ricca di... ***FILLERS***



L’incidente
Un giorno però, durante un trasporto, che era stato organizzato velocemente, qualche ora prima... Neeva e la sua famiglia che stavano all’interno, furono attaccati da un nemico sconosciuto. Neeva aveva solo 7 anni, quando i suoi genitori furono presumibilmente uccisi, ma per pura fortuna o per volontà di forze superiori, Neeva che era l’unica rimasta dentro il carro, cadde insieme al carro da un dirupo, rimase ferita gravemente...

Qualche ora dopo, sempre quella mattina, Neeva fu salvata da un monaco di nome Mal’Nek che gli curò le ferite e successivamente la adottò. Mal’Nek si accorse subito che qualcosa non andava su Neeva, come se le sue memorie fosse stata cancellate. Che sia accaduto per l’incidente? o forse qualcuno ha fatto qualcosa a Neeva mentre era priva di sensi?









L’illuminazione dell’Astral Self
Passarono 5 anni, dall’incidente e Neeva aveva ormai 12 anni, ha iniziato già da tempo il suo percorso da Monaca Auguro, vista la sua connessione con suo padre Mal’Nek che si era sviluppata durante questo tempo.

Mal’Nek è stato un’ottimo padre, ed anche un ottimo insegnante. Ma per Neeva, mancava qualcosa... Il suo scopo di vita era di raggiungere l’illuminazione, ma in questo momento per la sua prima volta, sapeva che in questa situazione, nella scuola degli auguri, non l’avrebbe mai potuta raggiungere. Perché l’istinto, gli suggeriva che per raggiungerla serviva la completa solitudine, e l’allontanamento dalla civiltà.

Neeva, aveva già deciso il suo destino, in quel momento. Ma gli servirono un po di mesi, per prepararsi ad esporlo a Mal’Nek. Il legame doveva essere reciso, per poter veramente raggiungere L’Astral Self. Ma ciò era la cosa più difficile per Neeva, perché Mal’Nek era la persona più importante per lei, era suo padre, colui che gli ha insegnato a vivere, colui che gli aveva insegnato la retta via, la via del giusto e del buono.

Cosi, quel giorno fatidico, scelse di non dire niente a nessuno, della sua prossima partenza, perché era troppo difficile farlo, sarebbe stato troppo doloroso. E di nascosto iniziò a prepararsi giusto il necessario per partire.

Ma prima di varcare l’uscita dalla scuola, Mal’Nek la stava seguendo e senza nemmeno voltarsi le mise una mano in testa appoggiandola nei capelli, poi il silenzio. Neeva si fermò, ed in lacrime disse: “ Padre, davanti a me c’è la strada che porta verso l’ignoto, io DEVO percorrerla. E’ il mio destin----”

Mal’Nek con una voce che riempiva il cuore di bontà, interruppe Neeva: “ Basta parlare...”,diede qualcosa a Neeva per poi dirle: “ Buon viaggio Neeva ” togliendo la mano dai capelli, ed iniziando ad incamminarsi verso l’interno della scuola.

Neeva fece qualche passo in avanti e si girò, per vedere... Mal’Nek che si stava incamminando senza nemmeno voltarsi, ma poco prima che usci dal suo raggio visivo,Neeva notò il rifresso di una lacrima di suo Padre che la lasciava andare per raggiungere il suo sogno.

E questo le diede coraggio, il coraggio di andare avanti, verso nuove avventure che il mondo potrà offrirgli.






La scoperta
Passarono 5 anni, dalla partenza di Neeva verso l’ignoto... durante una sessione di meditazione sulle coste del Triangolo D’avorio, il suo corpo era immobile, gli occhi chiusi, con le gambe incrociate e le mani sopra le ginocchia... Ma la mente era altrove, Neeva era seduta sopra una distesa d’acqua completamente ferma, e quando la sua concentrazione vacillava, un’ondina si formava nell’acqua. Ma in quel giorno di meditazione accadde una cosa mai successa, un’instabilità fece trasformale l’acqua in limo.

E lo vide, all'orizzonte c'era un muro, alto quanto le montagne di Tyr ma decisamente non di formazione naturale. E nel mentre il limo tornava acqua e il muro si dissipava, un nome iniziò a rieccheggiare nella mente di Neeva, “Ur Draxa... Ur Draxa... Ur Draxa...” fino a che la concentrazione di Neeva insieme a quel luogo mentale non furono spezzati.

Ora Neeva sapeva d’istinto che c'era qualcosa oltre il mare di limo, e le mura vengono costruite per proteggere qualcosa. Ma cosa?





FILLERS
17 anni - 35 anni
KEK






Il ritorno alla civiltà
Si verifica un fenomeno psionico molto intenso nel centro di Nibenay, parlavano di una scuola. Neeva va subito a controllare se suo padre Mal'Nek stava bene... che ferito le parla di un mezzo gigante con poteri incredibili che avrebbe distrutto mezza scuola.

Neeva si fermò circa 1-2 settimane per aiutare con le riparazioni e raccontare tutte le sue avventure vissute a Mal’Nek.

Character Background
I’m oblivious to etiquette and social expectations.
Personality Traits
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
Ideals
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Bonds
Now that I’ve returned to the world, I enjoy its delights a little too much.
Flaws

Created by

Tkenz.

Statblock Type

Dotera Character Sheet

Link/Embed