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Murk

Half-Orc Race
Steton (Floating Nomad) Origin
Monk (Way of the Sun Soul) 5 Class & Level
Lawful Neutral Alignment
Iass Deity
Last Grove Faction
Member/Green Warden Rank/Position
6 Loyalty
Company

Strength 18
+4
Dexterity 16
+3
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+7 Strength
+6 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+6 Animal Handling
+3 Arcana
+7 Athletics
+0 Deception
+0 History
+3 Insight
+3 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+6 Survival
skills

 
11
MV
0
Prestige
1
Attunement Slots
16
Armor Class
41
Hit Points
+3
Initiative
40 ft.
Speed
WeaponHitDamage
Katar Slash/Stab 1d20+7 1d6+4
Unarmed Strike 1d20+7 1d6+4
Dart throw 1d20+3 1d4+6
Radiant Sun Bolt 1d20+6 1d6+3
Nature's Power Pole (One handed) 1d20+7 1d6+4
Nature's Power Pole (Two handed) 1d20+7 1d8+4
Attacks

Tools/Weapons


Simple Weapons/Shortswords/Monk Weapons
Dulcimer (Musical Instrument)
Cook's Utensils - Expertise
Brewer's Supplies
Herbalism Kit

Skills


Saving throws In STR/DEX
Acrobatics
Athletics
Intimidation
Nature
Arcana
Survival
Animal Handling

Languages


Orclin/Common/Druidic/Elvish
Proficiences

Weapons/Tools


Katar
Nature's Power Pole- Quarterstaff made from Druid Grown Branch
Dulcimer
9 Darts
Brewer's Supplies
Special Turkey Themed Cook's Utensils
4 Buckets
Pole of Collapsing
Mantel of Seasons on head

Explorer's Pack


Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a water skin. The pack also has 50 feet of hempen rope strapped to the side of it. Also in bag is a tent, an hourglass, turkey-bone dice, and a Slimer costume, fur coat, a pirate’s hat, a handcrafted quill made out of a Harpy’s feather, a fishing tackle, dragon chess set.

At Home


A sprig of mint, and a water skin of blueberry candy syrup, "777 Ways to Cook a Turkey" cookbook, Stuffed stuffed Turkey plush, turkey mask that screams in ears while wearing it, cat toy, 5 containers of cat food, watering can, trowel

Gifts


Bandolier 1


Potion Of Healing- Cotton Candy Flavored
Potion of Greater Healing

Bandolier 2


Oil of Slipperiness
Antitoxin

Tokens/Money/Other Important


13 Crafting Tokens
2558 GP
Holy Symbol of Iass
Silver Necklace with a marble colored a swirling mix of green, dark blue, beige, and yellow
Black Emerald- Worth 200GP
White Sapphire- Worth 200gp
Equipment
Last Grove
Faction
The Mad Man
Stat Array

Racial Features


Darkvision- See dim light up to 60 ft
Relentless Endurance- When dropped to 0 HP can rise to 1 HP per long rest
Savage Attacks- When score a Critical Hit with Melee Weapon, can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

Class Features


You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels
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
Total Ki Points- 5: You must spend at least 30 minutes of the rest meditating to regain your Ki points. Ki save DC = 8 + your proficiency bonus + your Wisdom modifier= 14
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.
Monastic Tradition: Sun Soul
Radiant Sun Bolt: You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Deflect Missiles: 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
Slow Fall: 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.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike: 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.

Origin Traits


You manipulate the metallic properties of ammunition, you deal +2 damage with projectile weapons and receive +2 AC against a ranged attack of the same material.

Other


Level 4:
ASI: +1 STR, +1 DEX




Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

ThunderTank.

Statblock Type

Verum Character Sheet

Link/Embed