Naeris

Class
Monk
Gender
Male
Monastic Tradition
Way of the Open Hand
Age
127
Race
Wood Elf
Height
1.57m
Level
8
Weight
54 kg
Alignment
Somekinda Good
Hair
Black
Background
Hermit
Eyes
Hazel
Str
Dex
Con
Int
Wis
Cha
13
20
10
10
16
8
+1
+5
+0
+0
+3
-1
Saving throws
+4
+5
+0
+0
+6
-1
AC
18
Initiative
+5
Speed
45
Hit Dice
8d8
Proficiency
3
XP
moar
Hit Points
TEMPORARY
CURRENT
MAXIMUM
43
Inspiration
1
Ki Points
8
Ki DC
14
Skills
+8: Acrobatics (Dex)
+3: Animal Handling (Wis)
+0: Arcana (Int)
+4: Athletics (Str)
-1: Deception (Cha)
+0: History (Int)
+3: Insight (Wis)
-1: Intimidation (Cha)
+0: Investigation (Int)
+6: Medicine (Wis)
+0: Nature (Int)
+6: Perception (Wis)
-1: Performance (Cha)
-1: Persuasion (Cha)
+3: Religion (Int)
+5: Sleight of Hand (Dex)
+5: Stealth (Dex)
+3: Survival (Wis)
Race
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is trance.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Keen Senses: You have proficiency in the Perception skill.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Class
Armor: None
Weapons: Simple weapons, shortswords
Bonus Attack: 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.
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.
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 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.
Open Hand Technique: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.
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 w eapon 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.
Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose o f overcoming resistance and immunity to nonmagical attacks and damage.
Wholeness of Body: At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
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.
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.
Background
Language: Dwarven
Tool Proficiency: Herbalism kit
Death Saves
Successes:
 
 
 
Failures:
 
 
 
Monk Unarmed
ATTACK
+8
DAMAGE
1d6+5
TYPE
Bldgn
Dagger +1
ATTACK
+9
DAMAGE
1d6+5
TYPE
Pierce
Claws of the Umberhulk
ATTACK
+8
DAMAGE
1d8+5
TYPE
Pierce
Shortsword
ATTACK
+8
DAMAGE
1d6+5
TYPE
Pierce
Dart
ATTACK
+8
DAMAGE
1d4+5
TYPE
Pierce
Equipment
GP: x
- A shortsword
- Boots of speed: Double movement speed for 10 minutes per long rest, bonus action to activate.
- Dagger +1
- 10 darts
- A scroll case stuffed full of notes from your studies or prayers
- a winter blanket
- a set of common clothes
- an herbalism kit
- Dungeoneer's pack (a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
- Calligrapher's supplies
Magic Items
Hook
Suspicious Fellow: your faction has become suspicious of Thurl Merosska, a knight of the Feathergale Society, and asked you to investigate.


 
 


Story

There is nothing we can teach him anymore. He might not look it, but he is older than Old Henry. And with our limitations of teaching and the guarded environment we live in, there is nothing we can do to help him with his problem. He needs the outside world to teach him that lesson. I love him for following our teachings so rigidly, but there is a limit to it. He needs to learn to say no when someone asks something impossible. The outside world should somehow convince him that saying yes to everything might endanger him. He will either return successful or not return at all. We will mourn that loss, or if he needs a lot of time to learn it, we might not even be here anymore. Bring him to me, I will explain why he has to go. Please prepare a proper meal and the things he needs to begin his voyage outside.

Background:

Personality Traits: Ideal: Bond: Flaw: