+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+6 | Dexterity | |
+2 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+1 | Charisma |
+6 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
-1 | History | INT | |
+6 | Insight | WIS | |
+1 | Intimidation | CHA | |
-1 | Investigation | INT |
+3 | Medicine | WIS | |
-1 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+1 | Persuasion | CHA | |
-1 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +6 | DEX | 1d6+3 | Bludgeoning | |
Dagger | +6 | DEX | 1d6+3 | Slashing | |
Finesse, light, thrown (range 20/60) | |||||
Dart | +6 | DEX | 1d6+3 | Piercing | |
Finesse, thrown (range 20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
"Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does." ~PHB, Page 76 This block details the Way of Shadow directly.
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
3rd | +2 | 1d4 | 3 | +10 ft. | Deflect Missiles, Shadow Arts |
4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Shadow Step |
7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement Improvement |
10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | +4 | 1d8 | 11 | +20 ft. | Cloak of Shadows |
12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
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. | Opportunist |
18th | +6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
PHB, Homebrew, MotM
Half-elves are typically rare in most of Cisum, but the they are slightly more common amongst the islands of the Acapellago. Often seen as outcasts in both human and elven society, half-elves typically find solace in the island chain. The slight differences of the island elves make half-elves more readily accepted and common in the region. Having to keep a foot in both the human and elven lives makes half-elves great diplomats. When they are born or grow up in a region that shuns them, they often turn to adventuring as a way to find purpose.
If playing with achievements and milestones, choosing this race at character creation grants the player the achievement "A Place For Us."
Darkvision. Thanks to your elf blood, 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
PHB
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
2-level Transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
PHB
2-level Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
2-level Illusion (ritual)
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Statblocks for your Trinkets, businesses, building, castles, empires.