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Akihiko

9 Level (48,000/64000 XP for level-up) Acolyte (Leira, goddess of illusion) Background Kitsune (Yako) Race / Species / Heritage Chaotic Good Alignment
Monk
Level 9
Hit Dice: 9/9
1d8+0 Class 1

STR
12
+1
DEX
16
+3
CON
10
+0
INT
8
-1
WIS
13
+1
CHA
13
+1
42
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+4
Prof. Bonus
40 (all 4's = 45), unarmoured movement 55 (+5 for all 4s)
Speed (walk/run/fly)
9 / 9
Ki
Spellcasting ...
+5 Attack mod
CHA Ability
+1 Abi Mod
13 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+7 Dexterity
+0 Constitution
-1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+1 Deception CHA
-1 History INT
+5 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 DEX 1d4+3 piercing
 Finesse, light, thrown (20/60ft)
Attacks

Spell Book

Unarmored Defense

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Martial Arts

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 armour 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).


Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet.


Kitsune Awareness.
You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie. A creature hidden from divination magic reveals nothing.


Kitsune Trickery.
You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you cannot change alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation) check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is equal to 10 + your proficiency bonus + your Charisma modifier. This magic is detectable by spells such as detect magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for the sake of dispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest.


Kitsune Arcana.
You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the cause fear spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the phantasmal force spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.

Mobile - Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee.

Charger - As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.

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.

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.

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.

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.

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.

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.

Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Way of the Soul Knife - Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psychic blades that tear through their enemies’ bodies and auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions.

Soul Knives
Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes’ minds.

Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.

In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.

Psychic Slash
At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic blows.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:

Life Drain. You gain temporary hit points equal to half the damage your attack deals.
Invoke Terror. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
Invoke Wrath. The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.
Astral Slide. You teleport the target up to 10 feet to a destination you can see.
Synaptic Overload. The target gains vulnerability to psychic damage until the end of your next turn.

Aura Sight
At 6th level, you gain the ability to perceive the auras of other creatures.

As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you.

If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.

Features & Traits
Explorers Pack (Backpack, bedroll, messkit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope), 10 darts, Holy symbol, Prayer book, 5 sticks of incense, vestments, common clothes, belt pouch (15gp)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Kitsune Arcana.
You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the cause fear[1] spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the phantasmal force spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Spellcasting
Common, Sylvian, Draconic, Elvish

Weapons: Simple Weapons, Short swords
Tools: Lyre

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid

Level 1 Spells

Xanathar's Guide to Everything

Cause Fear

1-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V

You awaken the sense of mortality in one creature you can see within range.  A construct or undead is immune to the effect.  The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends.  Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

Phantasmal Force

2-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A bit of Fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Archfey), Warlock (The Great Old One)

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