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Thalrian Guilderglade

11 Level (0/100000 XP for level-up) Priest of the Light Background August Celestial (Quel'Dori) Race / Species / Heritage Lawful Good Alignment
Monk
Level 11
Hit Dice: 11/11
1d8+1 Class 1

STR
8
-1
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
15
+2
CHA
10
+0
69
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Wholeness of Body
11 / 11
Chi
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+7 Dexterity
+1 Constitution
+3 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+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
skills
+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
Skills
  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.
Attacks

Class Features


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.


Race Features


Darkvision: 60ft


Cantrip: You may learn 1 cantrip.



Features & Traits
Quarterstaff, Backpack, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Thalassian, Celestial, Pandaren, Ancient Pandaren

Languages & Proficiencies

Actions in Combat


You may make 2 attacks per action.


Chi-Empowered Strikes Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.


Resources


Chi


You have 11 Chi per short rest.


Wholeness of Body


You can use Wholeness of Body once per long rest.


Actions in Combat


Grappling Pin


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.


Stillness of Mind


You can use an action to end one effect on yourself that is causing you to be charmed or frightened.


Unarmed Strike


You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier


Wholeness of Body


Once per long rest as an action, you can regain 33 HP.


Bonus Actions in Combat


Flurry of Blows


After you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.


Patient Defense


You can spend 1 chi point to take the Dodge action as a bonus action on your turn.


Step of the Wind


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.


Reactions in Combat


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 +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.


Deflect Missiles Attack


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).


Slow Fall


You can use your reaction when you fall to reduce any falling damage you take by 55.


Other Actions in Combat


Open Hand Technique (Special)


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.


Stunning Strike (Special)


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).


Tranquility (Special)


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).


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

Chi'Li of the August Celestials

Large celestial (wild god), lawful good
Armor Class: 18
Hit Points: 175
Speed: 59 ft , fly: 120 ft , can hover

STR

18 +4

DEX

28 +9

CON

18 +4

INT

18 +4

WIS

22 +6

CHA

18 +4

Saving Throws: WIS +10, CHA +9
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Thalassian, Common, Pandaren, Celestial

Spellcasting

Song of Chi Ji

The crane casts on a single target that must make a DC15 Wisdom saving throw or they are put to sleep for 1min.

Enveloping Mist

1d10 heal on a chosen target.


Special Abilities

Crackling Crane Lightning Form.

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 Dash

If 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.

Actions

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.

Legendary Actions

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.

Invoking the Avatar causes an explosion of lightning across the sky. An enormous fiery bird forms in the center of the flames and smoke, The Avatar ascends, and becomes one with the Celestials.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

ability score increase: Your Intelligence score increases by 1.
age:
Size: Medium
speed:
Languages:
race features:
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language. You can read, speak, and write one additional language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Based on Player's Handbook

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: lightning
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Netrunner

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Thalrian.

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