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Líah Kien

6 Level (0/23000 XP for level-up) Faction Agent Background Human Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 2
Hit Dice: 2/2
1d8+0 Class 1
Monk
Level 4
Hit Dice: 4/4
1d8+0 Class 2

STR
10
+0
DEX
16
+3
CON
11
+0
INT
12
+1
WIS
14
+2
CHA
11
+0
39
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40 ft.
Speed (walk/run/fly)
2 / 2
Ki points
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+6 Dexterity
+0 Constitution
+4 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+3 Deception CHA
+4 History INT
+5 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+3 Piercing
 Finesse, Light, Range 20/60
Darts +6 DEX 1d4+3 Piercing
 Finesse, Range, Thrown 20/60
Shuriken +6 DEX 1d4+3 Piercing
 Finesse, Hidden, Thrown 20/60
Sneak attack +3 DEX 1d6+3
 Reach, Special
Two weapon fighting +3 DEX
 Bonus Action
Unarmed Strike +6 DEX 1d4+3 Bludgeoning
 Melee Attack, Martial Arts 5ft.
Unarmed Strike +6 DEX 1d4+3 Bludgeoning
 Melee attack, Martial Arts (bonus action)
Quarterstaff +6 DEX 1d6(1d8+2))+3 Bludgeoning
 Light, staff
Attacks
Assasin feature (rogue)
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Features & Traits
Sending Stone
Shuriken
Darts
Dagger
2x smoke bombs
Thieves' tools
Medallion
Rations
7 Torches
Explorers' Pack
Quarterstaff
Alchemists' Tools
A scroll
A pouch

Equipment Copper: 0, Silver: 23, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Draconic, Halfling, Undercommon
Armor: Light armor
Weapons: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple weapons
Tools: Thieves' Tools, Alchemists Tools

Languages & Proficiencies
Independent and self-reliant, she doesn't open up to other people very easily. Comes across as reserved and serious, doesn't smile very often. Doesn't talk very much especially at first and in social situations can be a little awkward. Doesn't hesitate in combat and goes straight into action. Is determined to do her best in every mission.

Personality Traits
To see a better world without oppression and inequality.

Ideals
Maybe too independent sometimes, doesn't always know how to do teamwork. May get too much into a goal so as to forget other more immediate things at hand.

Flaws
With my Alchemist's Tools, I can make: Acid, Alchemist's Fire and Potion of Healing (I have studied these recipes)
Known Ki features: Flurry of Blows, Patient Defense, and Step of the Wind.
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 (11)

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.

Notes


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