The Night Watch
Saewyn "Loius" Faneth
h3. Wood Elf, Level 8 Monk, Folk Hero 44025 / 48000 exp
STR 10 | + 3 = (0+3) [Save]
DEX 18 | + 7 = (4+3) [Save]
CON 14 | + 5 = (2+3)
INT 8 | + 2 = (-1+3)
WIS 18 | + 7 = (4+3)
CHA 8 | + 2 = (-1+3)
HP: 68 (d10)
Ki Points: 8/8
Ki Save: DC 15
Monk Unarmed: 1d6
Passive Perception: 17
Passive Insight: 17
Speed: 50 ft.
+ 7 Attack, 1d6+4 Bludgeoning Damage
+ 7 Attack, 1d6+4 Piercing/Slashing Damage
Bloodthirster (+1 Longsword)
+ 8 Attack, 1d6+5 Slashing Damage
+ 1d6 on Critical Hit & Gain as Temp HP
Restores 1 Blood Point (For Vampires)
+1 Longbow, Range: 150/600
+ 7 Attack, 1d8+5 Piercing Damage
Dart, Range: 20/60
+ 7 Attack, 1d4+4 Piercing Damage
Proficiency Bonus: +3
Strength 3 = 3+0
Dexterity 7 = 3+4
All Simple (Except Crossbow)
Carry Capacity: 150 lbs.
Push, Drag, Lift: 300 lbs.
Total Weight: 95 lbs.
Bloodthirster (+1 Vampiric Longsword)
Common Clothes 3 lbs.
Belt Pouch 1 lbs.
10 Darts 1 lbs.
10 Silver Darts 1 lbs.
Enchanted Quiver (1g) 1 lbs.
+1 Enchanted Bow
+1 Cold Arrows (9)
Arrows (44) (1g)
R’llo’s Ice Spear
2x Smoke Bomb
1x Smoke Grenade
1x Silver Knife
Herbalist Kit (5g) 3 lbs.
Healer’s Kit (5g) 3 lbs.
Blanket (5sp) 3 lbs.
2x Healing Potion
1x Restoration Potion
1x Potion of Heroism
Explorer’s Pack: 49 lbs.
-Backpack 5 lbs.
-Bedroll 7 lbs.
-Mess Kit 1 lbs.
-Flashlight 1 lbs.
-10 Days Rations 20 lbs.
-Waterskin 5 lbs.
-50ft. Silk Rope 5 lbs.
Longsword (15g) 3 lbs.
Longbow (50g) 2 lbs.
Shortsword 2 lbs.
Alchemist Tools 8 lbs.
Large Alchemy Lab
Shovel 5 lbs.
Iron Pot 10 lbs.
Clothes Traveler’s 4 lbs.
Clothes, Elf Monk Costume 3 lbs.
Clothes, Fine – Black Suit 4 lbs.
Common Clothes 3 lbs.
Parry – Reaction, spend 1 Ki to add Proficiency bonus to AC until start of next turn. Must have melee weapon equipped.
Healer – When you use a healer’s kit to stabilize a dying creature, it also regains 1 HP. As an action you can spend a healer’s kit to restore 1d6+4+HD HP. A creature can only benefit from the healing once per short rest.
Racial Features: Wood Elf
Ability Score Increase – Dexterity +2 (Elf), Wisdom +1 (Wood Elf)
Darkvision (Elf) – 60 ft.
Keen Senses (Elf) – Proficient in Perception skill.
Fey Ancestry (Elf) – Advantage to save vs. Charm, immune vs. Sleep.
Trance (Elf) – Trance for 4 hours instead of sleeping.
Elf Weapon Training (Wood Elf) – Proficient with Shortsword, Longsword, Shortbow and Longbow weapons.
Fleet of Foot (Wood Elf) – Base walking speed increased to 35 ft.
Mask of the Wild (Wood Elf) – Can hide when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Background: Folk Hero
One of many heroes of the Arulco (sp?) civil war.
Skill Proficiencies: Medicine, Survival
Tool Proficiency: Alchemist Tools
Rustic Hospitality: Favorable disposition from common folk familiar with the war, likely to be very helpful.
Class Features: Monk
Unarmored Defense – Unarmored AC = 10 + Dexterity + Wisdom modifiers.
Martial Arts – When unarmored and unarmed or wielding monk weapon, may substitute Dexterity for attack & damage, use Monk unarmed attack damage dice , and may use extra unarmed strike as bonus action.
Ki – Ki points max = Monk Level. Ki save DC = 8 + Level + Wisdom modifier.
Flurry of Blows – Spend 1 Ki after attack action to make 2 unarmed strikes as bonus action.
Patient Defense – Spend 1 Ki to take Dodge action as bonus action on your turn.
Step of the Wind – Spend 1 Ki to take the Disengage or Dash action as bonus action on your turn. Jump distance doubled.
Unarmored Movement – Unarmored speed increased by +15 ft.
Monastic Tradition – Way of the Open Hand
Deflect Missiles – Use Reaction to deflect or catch missile weapon attacks: reduce damage by 1d10 + Level + Dexterity modifier. If reduced to 0 damage, catch projectile, can spend 1 Ki to make attack with projectile on same reaction.
Slow Fall – Can use reaction when falling to reduce any falling damage taken by 5 x Monk level.
Extra Attack – Can attack twice instead of once when making an attack action on your turn.
Stunning Fist – Can spend 1 ki on hit to attempt stun, con saving throw vs monk DC.
Ki-Empowered Strikes – Unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
Evasion – Take no damage instead of half on dexterity saving throws, and half damage on fail.
Stillness of Mind – Can use an action to end a charm or fear effect on self.
Monastic Tradition, Way of the Open Hand:
Open Hand Technique – When using Flurry of Blows may choose an additional effect:
- Succeed on Dexterity save or be knocked prone.
- Succeed on Strength save or be pushed up to 15 ft. away.
- Cannot take reactions until end of your next turn.
Wholeness of Body – Once per long rest, as an action, can regain HP = to 3x Monk Level.