The Night Watch
Saewyn "Loius" Faneth
The most traditional Elf.
h3. Wood Elf, Level 9 Monk, Folk Hero 56950 / 64000 exp
STR 10 | + 4 = (0+4) [Save]
DEX 18 | + 8 = (4+4) [Save]
CON 14 | + 6 = (2+4)
INT 8 | + 3 = (-1+4)
WIS 18 | + 8 = (4+4)
CHA 8 | + 3 = (-1+4)
HP: 76 (d10)
Ki Points: 10/9
Ki Save: DC 16
Monk Unarmed: 1d6
Passive Perception: 18
Passive Insight: 18
Speed: 50 ft.
+ 8 Attack, 1d6+4 Bludgeoning Damage
+ 8 Attack, 1d6+4 Piercing/Slashing Damage
Elven Bastard Sword +2
+ 10 Attack, 1d6+5 Damage (1d10 if not Monk)
+ 1 Active Ki Pool
Can use Deflect on Ranged Spell Attack
Bloodthirster (+1 Longsword)
+ 9 Attack, 1d6+5 Slashing Damage
+ 1d6 on Critical Hit & Gain as Temp HP
Restores 1 Blood Point (For Vampires)
+1 Longbow, Range: 150/600
+ 9 Attack, 1d8+5 Piercing Damage
Dart, Range: 20/60
+ 8 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.
GP: $3483.48 +1500
Total Weight: 95 lbs.
Bloodthirster (+2 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)
5x Smoke Bomb
3x Smoke Grenade
3x Blast Grenade
2x Frag Grenade
2x Flash Grenade
2x Tangle Grenade
1x Silver Knife
Herbalist Kit (5g) 3 lbs.
Healer’s Kit (5g) 3 lbs.
Blanket (5sp) 3 lbs.
2x Healing Potion
2x Greater Healing Potion
1x Restoration Potion
4x 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.
Stinger – As an action, you may spend a Ki point and shift up to 20 feet in a straight line directly towards an enemy. At the end of this movement, you may make an thrust/piercing attack with a one-handed sword. This action cannot trigger reactions (including beneficial ones). You must be wielding a one-handed sword capable of thrusting attacks and have both feet on a surface to use this attack, but the movement can travel in any direction (except through obstacles).
Million Stab – As a bonus action after Stinger, you may spend a ki point to make up to three thrusting attacks with the same weapon used by Stinger. These attacks must target an enemy in the same space as Stinger’s target. Reactions may only be taken after the final attack is finished (if the user takes fewer than three attacks, reactions can proceed after whichever attack is last).
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.
Unarmored Movement 2 – Gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
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.
Elixir of Health: 120 g
Potion of Enhance Ability 250 g
Potion of Flying: 500 g
Chime of Opening: 1500 g
Potion of Heroism: 180 g
Potion of Water-Breathing: 180 g
Potion of Invisibility: 180 g
Potion of Fire Breath: 150 g
Potion of Diminution/Growth: 270 g
Potion of Healing: 50 g
Potion of Greater Healing: 150 g
Potion of Superior Healing: 450 g
Potion of Resistance: 300 g
Potion of Speed: 800 g
Ammunition +2: 100 g ea
Ammunition +3: 400 g ea
Bag of Holding: 4000g