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Kancé

4 Level (6710/6500 XP for level-up) Outlander Background Apeling Race / Species / Heritage Chaotic Neutral Alignment
Monk
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
9
-1
DEX
17
+3
CON
12
+1
INT
8
-1
WIS
15
+2
CHA
14
+2
36
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
45
Speed (walk/run/fly)
4 / 4
Kanuragan 氣
1 / 1
Limit Break
2 / 2
Wrath of the Ape God
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+1 Constitution
-1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+2 Deception CHA
-1 History INT
+4 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +5 DEX 1d4+3 Bludgeoning
 Unarmed Melee Attack
Katapel +5 DEX 1d4+3 Bludgeoning
 Simple Ranged Weapon, Ammunition (range 30/120)
Bian +5 DEX 1d6+3 Bludgeoning
 Simple Melee Weapon Attack
Attacks

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

  • You can speak, read, and write Common, Dwarfish, and Goblin

  • You are proficient in playing Pupuik Batang Padi.

  • You are proficient in using Cartographer's tools

  • You are proficient in using Navigator's Tools

  • You are proficient in using Water Vehicle



Languages & Proficiencies
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.

Personality Traits
Nature: The natural world is more important than all the constructs of civilization.

Ideals
An injury to the unspoiled wilderness of my home is an injury to me.

Bonds
Violence is my answer to almost any challenge.

Flaws

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Features

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Background

Wrath of the Ape God

Well trained ape.

  • Increase your strength, Constitution, or Charisma score by 1, up to a maximum of 20.
  • Kancé, as an action, can force each and every creature of his choice within 30 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). This Feat has no effect against creatures that cannot hear or see him.
  • On a failed save, the target becomes frightened. At the end of each of their turns, they can repeat the saving throw, ending the effect on success.
  • This feat can be used a number of times equal to Kancé's proficiency bonus, and all expended uses are regained after a long rest.


Feat


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Bian

Weapon

Varies
Cost: - , Weight: 4lb
Monk Weapon


Kancé got this weapon as gift by the Head of Way of Open Hand Temple after his training.

Type Damage Damage Range
Simple Melee 1d6 + STR/DEX Bludgeoning 5ft.

The statblocks of your class features

Player's Handbook, Tasha's Cauldron of Everything

Monk : Way of the Open Hand

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
 
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies:
weapon proficiencies: Simple weapons, shortswords
tools: Choose one type of artisan’s tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting 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


spellcasting:
NONE
class features:

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 on the Weapons page.
 

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.
 

Dedicated Weapon (Optional)

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.
 

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.
 

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 a range of 20/60 using 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.
 

Ki-Fueled Attack (Optional)

Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
 

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.
 

Quickened Healing (Optional)

Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
 

Monk Feature Table


Level
Proficiency Bonus
Martial Arts Die
Ki Points
Unarmored Movement
Features
1st
+2
1d4
Unarmored Defense, Martial Arts
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement, Dedicated Weapon (Optional)
3rd
+2
1d4
3
+10 ft.
Open Hand Technique, Deflect Missiles, Ki-Fueled Attack (Optional)
4th
+2
1d4
4
+10 ft.
Ability Score Improvement/Feat, Slow Fall, Quickened Healing (Optional)
5th
+3
1d6
5
+10 ft.
Extra Attack, Stunning Strike, Focused Aim (Optional)
6th
+3
1d6
6
+15 ft.
Wholeness of the Body. Ki-Empowered Strikes
7th
+3
1d6
7
+15 ft.
Evasion, Stillness of Mind
8th
+3
1d6
8
+15 ft.
Ability Score Improvement/Feat
9th
+4
1d6
9
+15 ft.
Unarmored Movement improvement
10th
+4
1d6
10
+20 ft.
Purity of Body
11th
+4
1d8
11
+20 ft.
Tranquility
12th
+4
1d8
12
+20 ft.
Ability Score Improvement/Feat
13th
+5
1d8
13
+20 ft.
Tongue of the Sun and Moon
14th
+5
1d8
14
+25 ft.
Diamond Soul
15th
+5
1d8
15
+25 ft.
Timeless Body
16th
+5
1d8
16
+25 ft.
Ability Score Improvement
17th
+6
1d10
17
+25 ft.
Quivering Palm
18th
+6
1d10
18
+30 ft.
Empty Body
19th
+6
1d10
19
+30 ft.
Ability Score Improvement/Feat
20th
+6
1d10
20
+30 ft.
Perfect Self
subclass options:
This is the Way of the Open Hand Subclass of Monk

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

D&D Wiki

Apeling

Physical Description

Apelings are a fusion of human and monkey traits. This relation is evident in their fur, tails, fangs, and other traits. However, their intelligence, larger size, and more bipedal posture suggest some closeness to humanity. Apelings are slightly smaller than humans but are still medium. They usually have more defined muscles than monkeys, though they are still rather slender, keeping a very athletic appearance. Fur colors include black, brown, red, orange, and grey. White fur is usually a "sign" of inherent greatness. Apelings age fast, reaching full adulthood in only 12 years. Although apelings only have a slightly longer lifespan than humans, their active nature and lifestyle mean they burn through their years faster than a human, putting their average lifespan at 100 years. Few careful and quieter apelings may live to see 150 and usually hold roles as tribal leaders and chiefs. Despite aging fast, apelings do not feel the usual effects of old age until months before their death, many still adventuring within the last year of their life.
 

History

Apelings are direct descendants from a long-forgotten Monkey God. This God was extremely joyful and filled with pride, but was one day challenged by an unknown villain. This challenge would see the disappearance of the Monkey God, but an influx in similar lesser creatures known now as Apelings.
 

Society

Apelings are extremely confident, headstrong, and upbeat. Their boastful presence might dismay common folk and be found disrespectful by upper-class citizens, however; apelings hold a firm loyalty to those who have proven themselves.   Apelings usually live in small, closely-held tribal communities. Entire nations or cities of apelings are few and far apart. Leadership roles are often held either by the elders or by the most personally accomplished, however, leaders generally don't have much power as many apelings prefer group decisions over the decisions of one individual. In the traditional sense, apelings do not have "families" and usually have an "all kin are family" mentality.   Apelings found outside the normal communities either from being banished or simply wanderlust have an easy time adjusting to the "easy" life of cities. Finding work in such places comes easy due to the general truthfulness and raw strength of the race. Though work as teachers in any form meets a swift end, due to a simple disinterest in treading the same old beaten path.   Dwarfs and Apelings get along great establishing trades of not only goods but physical feats. Though the boastful attitude Apelings have can be off-putting, Dwarves have long since grown fond of their attitude. Apelings still have trouble distinguishing male and female dwarves.   Through their time with the dwarves, Apelings have adopted similar feelings towards elves. Though contact with elves remains oddly scarce.   Most apeling adventurers tend to be more independent than their kin at home, but still hold on a lot to their sense of family and loyalty. Naturally energetic and overtly eager, spending their time standing still is against their nature.
ability score increase: Dexterity +2, Charisma +1
age: 150
alignment: Chaotic
Size: Medium
speed: 35
Languages: You can speak, read and write Common and one other language of your choice.
race features:
A race of nimble and strong monkey-like people.
  • Age. Apelings mature faster than humans, reaching adulthood by the age of 12, and commonly live to be around 150 years old.
  • Size. Apelings are shorter but weigh about as much as most humans. Your size is Medium.
  • Adept Climbers. Your natural agility gives you the same climbing speed as your walking speed. You can also climb across ceilings, as long as you have something to hold on to.
  • Eager Mind. If you find someone who has a skill proficiency you don't have and they agree to teach you, you can spend a short or long rest learning that skill proficiency. You lose that skill proficiency at the end of your next long rest. You can only have one new skill proficiency learned this way at a time.
  • Empty Stomach. You burn through your energy faster than most humanoids and require twice as much food as a creature your size requires each day.
  • Heavy Slumber. During a long rest, anyone trying to wake you up must make a DC 15 Charisma ability check. Taking damage will wake you up as will being thrown into or splashed with water.
  • Limit Break. Apelings are always striving to push themselves. As a reaction, when you fail Strength, Dexterity or Constitution ability check or saving throw, you can remake the check and take the new result. Once you use this ability, you can't use it again until you complete a long rest.
  • Skills of the Primate. You have proficiency in either Acrobatics or Athletics. You can use your feet and tail as if they were hands. If you use both of your feet simultaneously to interact with an object, your speed becomes 0.
  • 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 can't discern color in darkness, only shades of gray.

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