Remove these ads. Join the Worldbuilders Guild

Nemesis "Darkwalker"

10 Level (0/85000 XP for level-up) Hermit Background Tiefling Race / Species / Heritage Neutral Good Alignment
Monk
Level 8
Hit Dice: 7/8
1d8+1 Class 1
Warlock
Level 2
Hit Dice: 2/2
1d8+1 Class 2

STR
15
+2
DEX
16
+3
CON
13
+1
INT
8
-1
WIS
16
+3
CHA
14
+2
66
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
45
Speed (walk/run/fly)
8 / 8
Ki
Spellcasting ...
+6 Attack mod
CHA Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+6 Strength
+7 Dexterity
+1 Constitution
-1 Intelligence
+7 Wisdom
+6 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+6 Deception CHA
-1 History INT
+7 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+7 Medicine WIS
-1 Nature INT
+3 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +7 DEX 1d6+3 Bludgeoning
 Martial Arts, pg 78
Short Sword +7 DEX 1d6+3 Piercing
 Finesse, Light, Wounding Enchantment
Sickle +7 DEX 1d6+3 Slashing
 Light
Darts +7 DEX 1d6+3 Piercing
 Finesse, Thrown (20/60)
Attacks

Spell Book

Darkvision

Hellish Resistance: Fire Resistance

Infernal Legacy: Thaumaturgy, Darkness, Hellish Rebuke Spells

Hermit Discovery: Ghost Speech



Unarmed Defense: AC = 10 + Dex Mod + Wis Mod

Martial Arts: Attack, Attack, Bonus Attack (Unarmed) with no Ki Expense.

Deflect Missile: Reaction to deflect or catch the missile the monk is hit by. Many equations within.

Slow Fall: Reaction to reduce fall damage, Fall Damage Reduction = 5 x Monk lvl

Evasion: When an effect allows a Dexterity Saving Throw to take half damage, INSTEAD take no damage if you succeed and half damage if you fail.

Stillness of Mind: Use an Action to end one effect on yourself that is causing Charmed or Frightened.



Ki:
Flurry of Blows- 1 Ki = TWO Bonus Attacks instead of ONE
Patient Defense- 1 Ki = Take the Dodge Action as a Bonus Action
Step of the Wind- 1 Ki = Disengage or Dash as a Bonus Action & jump distance is doubled for the turn
Stunning Strike- 1 Ki = Once hit, enemy must roll a Con Saving Throw or be Stunned till the end of the Monk's next turn



Way of Shadow:

Shadow Arts- 2 Ki = Casting Darkness, Darkvision, Past Without Trace, or Silence

Shadow Step- Bonus Action of teleporting from one dim light/darkness spot to another, gaining Advantage on the first melee attack you give by the end of that turn.



Otherworldly Patron, Undying:

Among the Dead- Spare the Dying cantrip & Advantage Saving Throws against Disease

Among the Dead- If an Undead targets you directly with an attack or spell, they must make a Wisdom Saving Throw against your Spell Save DC. On a Failed Save, the creature must choose a new target or forfeit the attack. On a Successful Save, the creature is immune to this effect for 24 Hours. They are also immune for 24 hours if YOU target them with an Attack or Harmful Spell.



Invocations:

Beguiling Influence- Proficiency in Deception and Persuasion

Devil's Sight- Sees normally in Darkness, magical and non-magical, to 120 ft



Chef Trait:

-Part of a Short Rest, you can cook special food. After the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 hit points.

-Total amount of snack food that can be made is 4+Proficiency Bonus.

-With One Hour of work or finishing a Long Rest, you can cook a number of treats equal to your Proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

-Total amount of Temp Hit Points snacks is your Proficiency Bonus.



Mage Slayer:

-When a creature within 5 ft of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

-When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

-You have advantage on saving throws against spells cast by creatures within 5 ft of you.



Blood Fury Tattoo: 10 Charges, regains all charges at Dawn

-When you hit a creature, you can expend a Charge to deal an extra 4d6 Necrotic damage and regain health equal to the damage dealt.

-When a creature damages you, expend a Charge and use your Reaction to make a melee attack with advantage

Features & Traits
Shortsword of Wounding, Sickle, Darts (10)

Crowbar, Hammer, Hunting Trap, Magnifying Glass

Backpack, Scroll Case (filled), Rain Catcher, Soap, Whetstone, Insect Incense (2), Insect Salve (2)

Herbalism Kit, Healer's Kit, Cooking Utensils, Fishing Tackle, Thieves Tools, Sewing Tools

Climber's Kit, Hempen Rope (50 ft), Silk Rope (50 ft), Piston (10), Grappling Hook

Lantern (Bullseye), Tinderbox, Torches (10), Oil Flask (3)

Waterskin, Ration (10)

String (10 ft), Chain (10 ft), Chalk (10)

Common Clothes, Winter Clothes, Tail Bracelet with Glowing Blue Stone

Tent (2 Person), Bedroll, Winter Blanket

Hunk of Silk Deep Red Canopy, Cruella and the Flumph Coats Book



Trinket: Whistle made from gold-colored wood, high-pitched and loud

Perfect Drawing of Montero's Symbol, Montero Stamp

Last Will & Testament

Rebel of the God's Necklace (Emily/Grunt)

Monk Coin, Artificer Coin, Montero Coin

Paper Birds (10), Necklace of Adaption, Rope of Climbing (60 ft), Boots of Striding, Bag of Holding, Bronze Bell of Delayed Ringing



POTIONS: Greater Healing





MAGIC ITEM EFFECTS:

Bag of Holding:
-Holds up to 500 lbs, always weighs 15 lbs.
-Retrieving an item is an action
-NEVER go to the Astral Plan in ANYWAY with this Bag


Sword of Wounding:
-Hit Points lost to this weapon can only be regained through short/long rest
-Once per Turn, when hitting a creature with an attack, you can Wound the target
-Making a DC 15 Constitution Saving Throw will end the effect of another creature can make a DC Wisdom (Medicine) Check
-At the start of each Wounded creature's turn, it takes 1d4 Necrotic damage for each wound

Boots of Striding: Walking speed is minimum of 30ft, and it won't be effected by encumbered or heavy armor. In addition, you can jump three times the normal distance.

Necklace of Adaption: Breathe normally in any environment and have Advantages on Saving Throws made against harmful gases/vapors.

Rope of Climbing (60ft): Speaking the Command Word, it will travel and fasten itself to an object along with knotting itself to make it easier to climb.

Bracer of Defense: +2 Unarmored AC

Bronze Bell of Delayed Ringing: After ringing, there will be no sound until 5 minutes later.

Coin of Montero: Once per day, as a bonus action, you may flip the coin to change your fate. You can reroll your attack, skill check, or saving throws.

Romazi Thistle: Creates a shield (+2 AC) of 2 minutes (20 rounds), takes 72 hours to recharge

Monk Coin: Immune to magic that allows other creatures to read your thoughts, determine whether you're lying, know your alignment, or know your creature type. Telepathy only happens if you allow it. If you die while holding the coin, your soil enters it, unless it already houses a soul.

Artificer Coin: Action to spend 1 of 3 charges of the Wish Spell. Once used up, its a regular coin.

Equipment Copper: 3, Silver: 4, Electrum: 0, Gold: 2, Platinum: 0 Money
Race, Infernal Legacy (CHA/13,+5)(Regain After Long Rest): Hellish Rebuke, Darkness



Cantrip (CHA/13,+5)(WIS/14,+6): Mage Hand, Minor Illusion, Spare the Dying, Thaumaturgy, Toll the Dead



Warlock Spells (CHA/13,+5): Hex, Ray of Sickness, Cause Fear



Monk Spells (WIS/14,+6) (KI/2): Darkness, Darkvision, Pass Without Trace, Silence
Spellcasting
Common, Infernal, Sign-Language

(Minor lip-reading, illiterate)



Light Armor

Simple Weapons & Shortswords



Cooking Utensils, Herbalism Kit

Languages & Proficiencies
Loves being around bards and storytellers.

Willing to connect with "evil" individuals.


Likes being low health, feels connected to the undead.

Personality Traits
Sympathy: Help those hurt like I have been hurt.

Charity: Always try to help those in need, no matter the personal cost.

Ideals
I hid from those that hurt me, now I train to take revenge.

No one else should endure the hardship I've been through.

Bonds
I enjoy causing others to question their morals and beliefs, I've accepted I have similar beliefs as those I hunt.

I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.

Flaws
Carrying Capacity, comfortably: 225 lbs
Push/Pull/Lift Capacity, comfortably: 450 lbs

Deaf since Birth
Jonko was the first voice she heard, additionally likely any accent she has is completely from Jonko as he talk her how to talk.

Notes


™ & © 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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

kaitlyn_thompson66.

Statblock Type

Character Sheet (latest)

Link/Embed