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Peony

5 Level (6500/14000 XP for level-up) Charlatan Background Half-Elf Race / Species / Heritage Chaotic Neutral Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
10
+0
DEX
16
+3
CON
14
+2
INT
8
-1
WIS
16
+3
CHA
12
+1
28
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
70ft
Speed (walk/run/fly)
5 / 5
Ki
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+6 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+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
skills
+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
Skills
  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)
Attacks

Spell Book

Feature: False Identity
Hetepheres Anewa is a false identity crafted by Peony and built up during her time conning people off the streets of whatever city she's currently occupying. With established contacts and forged documentation, Hetepheres is the daughter of a rather elusive duke who owns most of his property in the East, whose child is known for fancying travel and slumming it with those of a lower class than hers. With the versatility of this persona, Peony can switch between the innocent little girl who's out of her depth and the haughty, charismatic princess who never learned the word 'no' with ease.
Additionally, Peony can forge documents including official papers or personal letters, as long as she's seen an example of the kind of document or the handwriting she's trying to copy.

Features & Traits

  • A dagger
  • An explorer's pack
  • 10 darts
  • A set of fine clothes
  • A disguise kit
  • A deck of completely normal cards what why are you asking–

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Shadow Arts [2 ki]
  • Minor Illusion (C) [478717]
  • Darkness [478734]
  • Darkvision [643498]
  • Pass Without Trace [479939]
  • Silence [184582]
  • Spellcasting
    Languages
  • Common
  • Elvish
  • Dwarvish
  • Proficiencies
    Armor: None
    Weapons: Simple weapons, shortswords
    Tools: Gaming set, disguise kit, forgery kit

    Languages & Proficiencies
    I have a joke for every occasion, especially occasions where humor is inappropriate.
    Flattery is my preferred trick for getting what I want.
    Sarcasm and insults are my weapon of choice.
    I am enamored with the performing arts, and I will spend my money decadently just to watch a play or a performance.

    Personality Traits
    Independence. I am a free spirit —no one tells me what to do. (Chaotic)
    Integrity. I never take from those who can't afford it... sometimes. (Lawful-ish)
    Aspiration. I am determined to make something of myself. (Neutral)

    Ideals
    I was exiled from my monastery. One day, I'm going to burn it to the ground.
    While I was young, I conned the wrong people one too many times. I am now wanted by a lot of very, very powerful people. Oops.

    Bonds
    I'm convinced that no one could ever fool me the way I fool others.
    I can't resist swindling people who are more powerful than me.
    If I see a game of cards being played, I can't help but join in.
    I lie as easily as I breathe, and often do so just as much.

    Flaws


    ™ & © 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

    The statblocks of your class features

    Monk (Way of Shadow)


    Hit Points

    Hit Dice: d8 per Monk (Way of Shadow) level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

    Proficiences

    Armor: None
    Weapons: 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

    Overview & Creation

    "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.  

    Creating a Monk

    As you make your monk character, think about your connection to the monastery where you learned and spent your formative years. Consider why you left.   In addition to the (paraphrased) details from the PHB, consider why you seek to follow the Way of Shadow (or why you have already chosen this path). What are the implications of such a choice?  

    Quick Build

    You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.  
    • Dexterity is for your AC from Unarmored Defense, your Martial Arts damage, and many of your weapon choices are Finesse weapons and thus make use of Dexterity.
    • Wisdom is for your Ki ability and most things related to Ki, as well as your Unarmored Defense.
    • When choosing a background, it is ultimately up to you as a player. Acolyte is also good for a monk. Way of Shadow monks are also interesting when using Charlatan, Criminal, or Urchin from the PHB. Faceless from Descent Into Avernus, and many of the backgrounds from SCAG also are interesting options for monks seeking Way of Shadow.


    Class Features

    Monk Abilities

    The following abilities are granted to you at certain monk levels.  

    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. Your monk weapons 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 may use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You may roll the martial arts dice as seen on the table below in place of your normal damage for your unarmed strikes or monk weapon. This dice changes as you gain levels in this class.
    • When you take the Attack action on your turn with an unarmed strike or monk weapon, you may make a unarmed strike as a bonus action.
     

    Ki

    Starting at 2nd level, your training allows you to harness the mystical energy of ki.
    • You have a number of ki points as represented by your Monk level, and also shown below on the table.
    • You may spend these points to fuel various ki features. At 2nd level, you start with Flurry of Blows, Patient Defense, and Step of the Wind. All ki abilities will be detailed at the end of this class features list.
    • You regain any spent ki points by finishing a short or long rest, during which you spend at least 30 minutes meditating.
    • Some ki features require your target to make a saving throw. Your Ki Save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
     

    Unarmored Movement

    Starting at 2nd level, your speed increases based on your monk level. This can be seen in the table below, and starts at 10 feet. It increases to 15 at 6th level, 20 at 10th level, 25 at 14th level, and 30 at 18th level. At 9th level, you can move along vertical surfaces and across liquids without falling during the move.  

    Deflect Missiles

    Starting at 3rd level, you can use your reaction to deflect or catch the missile when hit with a ranged attack. When doing so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level. Should you reduce the damage to zero, you catch the missile if it is small enough to hold in one hand and you have at least one hand free.  

    Ability Score Improvement

    At 4th, 8th, 12th, 16th, and 19th levels, you may increase any one ability score by 2, two different ability scores by 1, or, if your DM allows it or uses them, take one feat for which you qualify. You cannot increase a score above 20.  

    Slow Fall

    Beginning at 4th level, you may use your reaction when you fall to reduce the falling damage you take by five times your monk level.  

    Extra Attack

    Beginning at 5th level, you can attack twice whenever you take the Attack action.  

    Ki-Empowered Strikes

    Starting at 6th level, your unarmed strikes count as magical for the sake of overcoming resistance/immunity to non-magical weapons.  

    Evasion

    Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to avoid damage, you now take no damage on a success and half on a failure.  

    Stillness of Mind

    Starting at 7th level, you may use an action to end one effect on yourself causing you to be charmed or frightened.  

    Purity of Body

    At 10th level, your mastery of the ki flowing through you grants immunity to disease and poison.  

    Tongue of the Sun and Moon

    Starting at 13th level, you you learn to touch the ki of other minds and as a result can understand all spoken languages. Moreover, any creature that can understand a language can understand you.  

    Diamond Soul

    Starting at 14th level, you gain proficiency in all saving throws.  

    Timeless Body

    At 15th level, your ki sustains you. You suffer no effects of old age, cannot be aged magically, and do not require food or water. You may, however, still die of old age.  

    Empty Body

    At 18th level, you gain two new ki abilities to become invisible or duplicate the astral projection spell. This is detailed at the end of the class features list.  

    Perfect Self

    At 20th level, when you roll for initiative and have no ki remaining, you regain 4 ki.  

    Way of Shadow

    Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. Some call themselves ninja or shadowdancers, and typically serve as spies and assassins. The following are the features you gain under the Way of Shadow, in order.  

    Shadow Arts

    Starting at 3rd level, when you begin on the Way of Shadow, you may use your ki to duplicate the effects of certain spells (see below). Further, you gain the minor illusion cantrip.  

    Shadow Step

    At 6th level, you have the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action you may teleport up to 60 feet to an unoccupied space of dim light or darkness that you can see. You then have advantage on the first melee attack you make before the end of the turn.  

    Cloak of Shadows

    By 11th level, you have learned to become one with the shadows. When in an area of dim light or darkness, you may use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter bright light.  

    Opportunist

    At 17th level, you can exploit a momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by a creature other than you, you may use your reaction to make a melee attack against that creature.  

    Ki Abilities

    You may spend ki points to use these abilities.  

    Flurry of Blows

    2nd Level
    Costs 1 Ki
    Immediately after you take the Attack action, you may make two unarmed strikes as a bonus action.  

    Patient Defense

    2nd Level
    Costs 1 Ki
    You take the Dodge action as a bonus action.  

    Step of the Wind

    2nd Level
    Costs 1 Ki
    You take the Dash or Disengage action as a bonus action and your jump distance is doubled for the turn.  

    Throw Missile

    3rd Level
    Costs 1 Ki
    If you catch a missile with your Deflect Missiles ability, you may spend 1 ki point to immediately throw the caught ammo or weapon as a part of the same reaction. This attack is made with proficiency, and the missile counts as a monk weapon. The normal range is 20 feet, the long range is 60 feet.  

    Shadow Arts

    3rd Level
    Costs 2 Ki
    As an action, you can cast any one of the following spells without providing material components.
    • Darkness
    • Darkvision
    • Pass Without Trace
    • Silence
     

    Stunning Strike

    5th Level
    Costs 1 Ki
    When you hit another creature with a melee attack, you may attempt a stunning strike. The target must succeed a Constitution saving throw or be stunned until then end of your next turn.  

    Diamond Soul

    14th Level
    Costs 1 Ki
    Should you make a saving throw and fail, you may use this ability to reroll it and take the second result.  

    Empty Body Invisibility

    18th Level
    Costs 4 Ki
    You use your action to become invisible for 1 minute ( or 10 rounds). During this time, you have resistance to all damage except for force damage.  

    Empty Body Astral Projection

    18th Level
    Costs 8 Ki
    You use your action to cast astral projection without the need for material components. You cannot take other creatures with you.


    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


    LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
    1st+21d4--Unarmored Defense, Martial Arts
    2nd+21d42+10 ft.Ki, Unarmored Movement
    3rd+21d43+10 ft.Deflect Missiles, Shadow Arts
    4th+21d44+10 ft.Ability Score Improvement, Slow Fall
    5th+31d65+10 ft.Extra Attack, Stunning Strike
    6th+31d66+15 ft.Ki-Empowered Strikes, Shadow Step
    7th+31d67+15 ft.Evasion, Stillness of Mind
    8th+31d68+15 ft.Ability Score Improvement
    9th+41d69+15 ft.Unarmored Movement Improvement
    10th+41d610+20 ft.Purity of Body
    11th+41d811+20 ft.Cloak of Shadows
    12th+41d812+20 ft.Ability Score Improvement
    13th+51d813+20 ft.Tongue of the Sun and Moon
    14th+51d814+25 ft.Diamond Soul
    15th+51d815+25 ft.Timeless Body
    16th+51d816+25 ft.Ability Score Improvement
    17th+61d1017+25 ft.Opportunist
    18th+61d1018+30 ft.Empty Body
    19th+61d1019+30 ft.Ability Score Improvement
    20th+61d1020+30 ft.Perfect Self

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    Statblocks for race/species of the character.

    PHB, Homebrew, MotM

    Half-Elf

    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."

    ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. Alternatively, increase one score by 2 and another by 1, or three scores by 1.
    age: Half-elves mature at the same rate as humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
    alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
    race features:

    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.

    Level 0 Spells

    PHB

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components S, M
    Materials A bit of Fleece

    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.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

    Level 2 Spells

    PHB

    Darkness

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, M
    Materials bat fur and a drop of pitch or piece of coal

    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.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

    Darkvision

    2-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S, M
    Materials either a pinch of dried carrot or an agate

    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.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

    PHB

    Pass Without Trace

    2-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration up to 1 Hour
    Components V, S, M
    Materials ashes from a burned leaf of mistletoe and a sprig of spruce

    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.

    Class(es): Druid, Ranger, Cleric (Trickery Domain), Monk (Way of Shadow)

    Silence

    2-level Illusion (ritual)

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, Up to Ten Minutes
    Components V, S

    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.

    Class(es): Bard, Cleric, Ranger, Druid (Circle of the Land (Desert)), Monk (Way of Shadow), Sorcerer (Divine Soul), Warlock (The Raven Queen), Warlock (The Undying)

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