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AntipathicZora

a bat

Sep 7th, 2017
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  1. Character Name: Samira Jain
  2. Player Name: Zora
  3. Class/Level: Monk level 6 (Way of Shadow)
  4. Race: Ballehera
  5. Age: 25
  6. Height: 5'11
  7. Weight: 100lbs
  8. Alignment: Neutral Good
  9. Background: Hermit
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 14 ... (+2) ........ [x]
  16. Dexterity ....... 20 ... (+4) ........ [x]
  17. Constitution .... 14 ... (+2) ........ [ ]
  18. Wisdom .......... 20 ... (+4) ........ [ ]
  19. Intelligence .... 10 ... (+0) ........ [ ]
  20. Charisma ........ 17 ... (+3) ........ [ ]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 20
  27. Initiative ...... +4 (Dex modifier)
  28.  
  29. Hit Points ...... 48
  30. Hit Dice ........ 1d8
  31. Hit Dice Total .. 6
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 15
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+8] ... Acrobatics (Dex) ........... [x]
  44. [+3] ... Animal Handling (Cha) ...... [ ]
  45. [+0] ... Arcana (Int) ............... [ ]
  46. [+2] ... Athletics (Str) ............ [ ]
  47. [+3] ... Deception (Cha) ............ [ ]
  48. [+0] ... History (Int) .............. [ ]
  49. [+5] ... Insight (Wis) .............. [ ]
  50. [+3] ... Intimidation (Cha) ......... [ ]
  51. [+0] ... Investigation (Int) ........ [ ]
  52. [+8] ... Medicine (Wis) ............. [x]
  53. [+0] ... Nature (Int) ............... [ ]
  54. [+7] ... Perception (Wis) ........... [ ]
  55. [+3] ... Performance (Cha) .......... [ ]
  56. [+3] ... Persuasion (Cha) ........... [ ]
  57. [+3] ... Religion (Int) ............. [x]
  58. [+4] ... Sleight of Hand (Dex) ...... [ ]
  59. [+8] ... Stealth (Dex) .............. [x]
  60. [+4] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [Shortsword] ............ [+8] ......... [1d6 piercing]
  67. [Unarmed Strike] ............ [+8] ......... [1d6 bludgeoning]
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 19gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. Case full of notes
  76. Winter blanket
  77. Common clothes
  78. Herbalism kit
  79. Explorer's pack
  80. 10 darts
  81.  
  82.  
  83. --- Features and Traits ---
  84.  
  85. Darkvision. You are adept to the eternal night of your ancestral homeland of Shadowrian, and have the eyesight and senses to match. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  86.  
  87. See the Unseen. You are immune to being blinded by any means.
  88.  
  89. Shadowbinder. Your heritage blesses you with the gift of muffled movement and reduced visibility in the dark. You have advantage on Stealth checks made in darkness.
  90.  
  91. Vampire Bat. You are able to partially sustain yourself on the blood of others. When you succeed on a melee attack roll, you may choose to roll 1d4 and regain hit points equal to the results. This increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. You may use this ability 3 times before a rest, and must complete a long rest to use it again after that. This is not a substitute for eating by any means, and you are still expected to eat to survive.
  92.  
  93. UNARMORED DEFENSE
  94. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  95.  
  96. MARTIAL ARTS
  97. 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.
  98.  
  99. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
  100.  
  101. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  102.  
  103. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  104.  
  105. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make
  106. one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn,
  107.  
  108. KI
  109. Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this
  110. 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,
  111.  
  112. 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,
  113.  
  114. 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:
  115.  
  116. Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
  117.  
  118. FLURRY OF BLOWS
  119. 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.
  120.  
  121. PATIENT DEFENSE
  122. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  123.  
  124. STEP OF THE WIND
  125. 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.
  126.  
  127. UNARMORED MOVEMENT
  128. 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.
  129.  
  130. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
  131.  
  132. MONASTIC TRADITION
  133. When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
  134.  
  135. DEFLECT MISSILES
  136. 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 1d10 + your Dexterity modifier + your monk level.
  137.  
  138. 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 I ki point to make a ranged attack 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.
  139.  
  140. SHADOW ARTS
  141. Starting when you choose this tradition at 3rd level. You can use your ki to duplicate the effects of certain spells. As an action. you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence. Without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
  142.  
  143. SLOW FALL
  144. 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.
  145.  
  146. EXTRA ATTACK
  147. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  148.  
  149. STUNNING STRIKE
  150. 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.
  151.  
  152. KI-EMPOWERED STRIKES
  153. Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  154.  
  155. SHADOW STEP
  156. At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness. as a bonus action you can teleport up to 60 feel to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
  157.  
  158.  
  159. --- Languages and Proficiencies ---
  160.  
  161. Languages: Common, Shadowranian, Etherneal
  162.  
  163. Melee Weapon Proficiencies: Simple weapons, shortswords
  164. Ranged Weapon Proficiencies: Simple weapons
  165. Armor Proficiencies: None
  166.  
  167. Tools: Musical instrument (keyboard), Herbalism Kit
  168. Vehicles: None
  169.  
  170.  
  171. --- Background-Related ---
  172.  
  173. "I was the caretaker of an ancient ruin or relic."
  174.  
  175. Personality Traits:
  176. - "I feel tremendous empathy for all who suffer."
  177. - "I am oblivious to etiquette and social expectations."
  178.  
  179. Ideals:
  180. - "If you know yourself, there is nothing left to know."
  181.  
  182. Bonds:
  183. - "I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me."
  184.  
  185. Flaws:
  186. - "Now that I've returned to the world, I enjoy its delights a bit too much."
  187.  
  188.  
  189. --- Spells ---
  190.  
  191. Spellcasting Ability:
  192. Spell save DC:
  193. Spell attack bonus:
  194.  
  195. Cantrips:
  196. -
  197. -
  198. -
  199. -
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  203.  
  204. Spell level 1:
  205. -
  206. -
  207. -
  208. -
  209. -
  210. -
  211. -
  212. -
  213.  
  214. Spell level 2:
  215. -
  216. -
  217. -
  218. -
  219. -
  220. -
  221. -
  222. -
  223.  
  224. Spell level 3:
  225. -
  226. -
  227. -
  228. -
  229. -
  230. -
  231. -
  232. -
  233.  
  234. Spell level 4:
  235. -
  236. -
  237. -
  238. -
  239. -
  240. -
  241. -
  242. -
  243.  
  244. Spell level 5:
  245. -
  246. -
  247. -
  248. -
  249. -
  250. -
  251. -
  252. -
  253.  
  254. Spell level 6:
  255. -
  256. -
  257. -
  258. -
  259. -
  260.  
  261. Spell level 7:
  262. -
  263. -
  264. -
  265. -
  266.  
  267. Spell level 8:
  268. -
  269. -
  270. -
  271.  
  272. Spell level 9:
  273. -
  274. -
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