+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+3 | Strength | |
+7 | Dexterity | |
+1 | Constitution | |
+3 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+7 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+7 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+3 | History | INT | |
+2 | Insight | WIS | |
+0 | Intimidation | CHA | |
+3 | Investigation | INT |
+6 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+7 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff | +3 | DEX | 1d6+3 | Bludgeoning | |
Versatile | |||||
Shocking Strike | +7 | DEX | 3d8+3 | Lightning | |
Cantrip | |||||
Unarmed Strike | +7 | DEX | 1d8+3 | Bludgeoning | |
Range: 5ft. | |||||
Flurry of Blows | +7 | DEX | 2d8+3 | Bludgeoning | |
Range: 5ft. |
Martial Arts: While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action
Unarmoured Movement: Your speed increases by 20 feet while you are not wearing armor or wielding a shield. You can move along vertical surfaces and across liquids on your turn without falling during the move.
Purity of Body You are immune to disease and poison.
Darkvision: 60ft
Cantrip: You may learn 1 cantrip.
You may make 2 attacks per action.
Chi-Empowered Strikes Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
You have 11 Chi per short rest.
You can use Wholeness of Body once per long rest.
You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Once per long rest as an action, you can regain 33 HP.
After you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.
You can spend 1 chi point to take the Dodge action as a bonus action on your turn.
You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
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 +14. If you reduce damage to 0 and have a free hand, you can spend 1 chi point to make a ranged attack (as with a monk weapon) with a range of 20/60.
If you reduce damage to 0 and have a free hand, you can spend 1 chi point to make a ranged attack (as with a monk weapon).
You can use your reaction when you fall to reduce any falling damage you take by 55.
Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 14), get pushed up to 15 ft. if it fails a STR saving throw (DC 14), or it can't take reaction until the end of your next turn.
When you hit with a melee weapon attack, you can spend 1 chi point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 14).
At the end of a long rest, you gain the effect of a sanctuary spell (DC 14) that lasts until the start of your next long rest (unless it ends as normal).
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
The crane casts on a single target that must make a DC15 Wisdom saving throw or they are put to sleep for 1min.
1d10 heal on a chosen target.
The Crane can move through a space as narrow as 1 inch wide without squeezing.
Any creature that touches the Crane or hits it with a melee attack while within 5 feet of it takes 5 ( 1d10 ) Lightning damage. In addition, the Crane can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 ( 1d10 ) Lightning damage.
Flyby.The Crane doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Illumination.The Crane sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day).If the Crane fails a saving throw, it can choose to succeed instead.
Siege Monster.The Crane deals double damage to objects and structures.
Crane DashIf the Crane moves at least 20 ft. straight toward a creature and then hits it with a peck attack on the same turn, that target must succeed on a DC 14 Strength Saving Throw or be knocked prone. If the target is prone, the crane second can make a peck Attack against the creature as a Bonus Action.
Multiattack.
The Crane makes one Beak attack and one Shock Talons attack.
Beak. Melee Weapon Attack:1d20+13 to hit, reach 15 ft., one target. Hit: 15 ( 2d6+8 ) Lightning damage.
Shock Talons. Melee Weapon Attack:1d20+13 to hit, reach 15 ft., one target. Hit: 17 ( 2d8+8 ) Lightning damage.
The Crane can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn.
Move.The Crane moves up to its speed.
Peck.The Crane makes one Beak attack.
Swoop (Costs 2 Actions).The Crane moves up to its speed and makes one Shock Talons attack.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Based on Player's Handbook
0-level (Cantrip) Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.