Name: Meddaar Vampor | Class & Level: Monk lvl 5 | Background: Hermit |
Race: Dragonborn; Silver | Alignment: Lawful Good | Experience Points: 900 |
Initiative: +2
Proficiency Bonus: +3
Speed: 30 (+10 Unarmored)
Death Saves:
Life/Death |
Inspiration:
Weapon: | Attack Bonus: | Damage/Type: |
Quarterstaff | +4 | 1d6+3 Bludgeoning |
Quarterstaff (Offhand) | +4 Bonus Action | 1d6+0 Bludgeoning |
Unarmed | +4 | 1d6+3 Bludgeoning |
Unarmed (Offhand) | +4 (Bonus Action) | 1d6+0 Bludgeoning |
Shortsword | +4 | 1d6+3 Piercing |
Shortsword(Offhand) | +4 Bonus Action | 1d6+0 Piercing |
Characteristics Charisma: [8+1] 9 (-1)
Wisdom: 14 (+2)
Intelligence: 12 (+1)
Strength: [10+2] 12 (+1)
Dexterity: [15+2] 17 (+3)
Constitution: 13 (+1)
Saves * means proficient
-1Charisma
+2Wisdom
+1Intelligence
+3Strength*
+5Dexterity*
+1Constitution
Skills * means proficient
- +3 Acrobatics (Dex)
- +2 Animal handling (Wis)
- +1 Arcana (Int)
- +5 Athletics (Str)*
- -1 Deception (Cha)
- +1 History (Int)
- +4 insight (Wis)*
- -1 intimidation (Cha)
- +1 Investigation (Int)
- +4 Medicine (Wis)*
- +1 Nature (Int)
- +2 Perception (Wis)
- -1 Performance (Cha)
- -1 Persuasion (Cha)
- +3 Religion (Int)*
- +3 Sleight of Hand (Dex)
- +3 Stealth (Dex)
- +2 Survival (Wis)
- Herbalism Kit
- Flute
- Common
- Draconian
- Dwarvish
- Draconic Ancestry: Silver
- Breath Weapon: DMG Cold; 15 ft cone; DC 11 (Con. Save) 2d6 DMG on failed save, half DMG on succesful save.
- Damage Resistance: Cold
Special Abilities
- Unarmed Defense: AC = 10 + Dex modifier + Wis Modifier while wearing no armor.
- Unarmored Movement: 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.
- Ki: When you spend a Ki point, it is unavailable until you finish a short or long rest, at theend 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.
- Deflect Missile: 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.
- 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.
- Monastic Tradition: Way of the Four Elements
- Slow Fall: Can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.- Elemental Attunement: You can use your action to cause one of the following effects of your choice:
Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
Instantaneously light or snuff out a candle, a torch, or a small campfire.
Chill or warm up to 1 pound of nonliving material for up to 1 hour.
Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. - Fist of Unbroken Air: As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
- Patient Defense: You can spend 1 Ki point to take the Dodge action as a bonus action on your turn.
- Elemental Attunement: You can use your action to cause one of the following effects of your choice:
- Step of the Wind: You can spend 1 Ki point to take the Disengage or Dash actin as a bonus action on your turn, and your jump distance is double for the 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.
- Martial Arts: can use Dex instead of Str for attack and damage rolls of unarmed strikes and monk weapons. Can roll d4 in place of the normal damage of unarmed strike or monk weapon (die changes with monk level). When using the Attack action with an unarmed strike or a monk weapon can make one unarmed strike as a bonus action.
Magic Items
- Lantern of Revealing: Wondrous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
- armor name: none
- Quarterstaff: weapon Bonus, Bludgeoning, 1d6, Versatile (1d8)
- Shortsword x2: weapon bonus, Piercing, 1d6, Finesse, light
inventoryWealth- 0 Platinum
- 716 Gold
- 0 Electum
- 578 Silver
- 1031 Copper
- Art Work
- Gems
- backpack
- bedroll
- waterskin
- trail rations 9 days
- pouch
- Chest - wt 25lbs, can hold 300lbs of gear (37 of 300)
- Healer's Kit - wt 3lbs (10 of 10 uses)(in chest)
- Fishing Tackle - wt 4lbs (in chest)
- Tent, Two Person - wt 20lbs (in chest)
- Oil (Flask) x10 - wt 10lbs (in chest)
- Barrel - wt 70lbs, can hold 80lbs of gear (80 of 80)
- Barrel - wt 70lbs, can hold 80lbs of gear (80 of 80)
- Barrel - wt 70lbs, can hold 80lbs of gear (60 of 80)
- Feed x30 - wt 300lbs (in barrel)
- Sack - wt 1/2lbs, can hold 30lbs of gear (30 of 30)
- Rations x15 - wt 30lbs (in sack)[/s]
- Lamp - wt 1lb
Donkey x2: speed 40ft, max weight 420lbs / available 305lbs- Wagon; Wt 400lbs, allows animal to carry 5x is wt limit minus the wagon's wt. (Weight: 1248 1/2lbs of 4200lbs)
Characteristic and Hit Point RollsSpoiler: - Lantern of Revealing: Wondrous Item, Uncommon
- Martial Arts: can use Dex instead of Str for attack and damage rolls of unarmed strikes and monk weapons. Can roll d4 in place of the normal damage of unarmed strike or monk weapon (die changes with monk level). When using the Attack action with an unarmed strike or a monk weapon can make one unarmed strike as a bonus action.
Magic Items