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Dalenis Skenavi

Dalenis Skenavi

Aarakocra Race
Origin
Monk Way of the Long Death 7 Class & Level
True Neutral Alignment
Deity
The Fissure Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 22
+6
constitution 14
+2
intelligence 10
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 4
Hit Die
1d8+2
+3 proficiency bonus
+3 Strength
+8 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+6 Martial
+4 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+10 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
19
Armor Class
52
Hit Points
+5
Initiative
40 Walk / 65 Fly
Speed
Unarmed Strike 1d20+8 1d6+5
Hellfire Dagger 1d20+8 1d4+5+1d6+1d6
Attacks
Armor: None
Weapons: Simple, Shortsword
Tools: Carpenter's
Saving Throws: Strength, Dexterity

Skills
Acrobatics
Insight
Martial
Stealth

Proficiences
PP: 0 GP: 176 SP: 0 BP: 0

Weapons
Shortsword
Darts (45)


Dungeoneer's Pack
• a Backpack

• a Crowbar

• a Hammer

• 10 pitons

• 10 torches

• a Tinderbox

• 10 days of Rations

• a Waterskin

• 50 feet of Hempen rope


Tools
Carpenter's Tools
Traveler's Clothes
Monk Clothes


Hellfire and Brimstone (Attuned)
+1 Dagger
Hellfire: Additional 1d6 fire and 1d6 necrotic damage on hit
Brimstone: Additional 1d4 slashing damage on hit, DC 14 CON save or the enemy takes 1d4 bleed damage for 3 rounds. Can stack up to 3 times.


Agility Ioun Stone
Your Dexterity score increases by 2, to a maximum of 20, while this deep red Sphere orbits your head.

Equipment
The Fissure
Faction
Mad Man
Stat Array

Aarakocra


Dexterity +2, Wisdom +1

Fly Speed 50, Walk Speed 25

Talons: d6 slashing unarmed

Monk



Martial Arts
At 1st level, 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 armor 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.

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). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon


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 1d 10 + 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 (range 20 feet/60 feet) 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.


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.


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.


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.


Way of the Long Death


Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).


Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.


Aitherhall


+1 Dexterity
+2 Dexterity Cap

Feats


Skill Expert (Level 1)
You have honed your proficiency with particular skills, granting you the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Dexterity, Stealth


+2 Wisdom (Level 4)

Slasher (Level 5)
You’ve learned where to cut to have the greatest results, granting you the following benefits:

•Increase your Strength or Dexterity by 1, to a maximum of 20.

•Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

•When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Class/Racial Features & Traits
Children

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