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Way of the Shadow Monk 3 Outlander Yashu

Thazall The Lost CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Orc Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

15 +3 30
I am quick to smile and quicker to laugh, seemingly at nothing at
STRENGTH times.

0
I tend to be mischievous like a child yet wise of soul, I talk sense
sometimes and nonsense most of the time.
ARMOR I am Caring yet in an alien way, I eat with hands and take off my

+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED


shoes regularly and clothes semi regularly.
I frequently play pranks as a from of endearment.

10 PERSONALITY TRAITS

Hit Point Maximum 24


● 2 Strength
Freedom and growth, traits of the Autumn. I value experiences and
DEXTERITY companions to share them with above all else. I find joy in eating,
● 5 Dexterity sleeping, watching grass grow and jumping from high places. I will get

+3
restless if made to stay too long in one place too long.
2 Constitution
CURRENT HIT POINTS IDEALS
1 Intelligence

16 2 Wisdom
I Feel kinship with most sentient/semi-sentient Fey creatures.
-1 Charisma I grew up navigating their mischief and tricks and knows how
to communicate in their language and their requisite
CONSTITUTION precautions.
SAVING THROWS
TEMPORARY HIT POINTS

+2
BONDS

3 Acrobatics (Dex) Total 3d8 SUCCESSES I am out of touch with this world, I don't know or sometimes
care about this lands politics or odd concepts like 'possessions'
14 2 Animal Handling (Wis)
3 FAILURES
or 'etiquette' not of the Feywild, especially not this 'personal
space' people refer to.
1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0+1 Athletics (Str)

+1 -1
1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense

Martial Arts +5 1d4+3


While you are wearing no armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Wisdom modifier.

12 1 Insight (Wis) ===============================


Unarmored Movement

Quarterstaff +5 1d8+3
Your speed increases by 10 feet while you are not wearing armor or wielding a
-1+1 Intimidation (Cha) shield.
===============================

WISDOM 1 Investigation (Int) Martial Arts


When you use the Attack action with an unarmed strike or a monk weapon on your
Shuriken +5 1d4+3 turn, you can make one unarmed strike as a bonus action.

+2
2 Medicine (Wis) Assuming you haven't already taken a bonus action this turn.
(see additional features for more)
==============================
1 Nature (Int) Ki Points: 3
===========================================================
Ki
Your training allows you to harness the mystic energy of ki. Your access to this
Flurry of Blows energy is represented by a number of ki points.
2 Perception (Wis) Immediately after you take the Attack action on your turn, you can spend 1
14 ki point to make two unarmed strikes as a bonus action. When you spend a ki point, it is unavailable until you finish a short or long rest. (See
-1 Performance (Cha) ------------------------- additional features for more)
=================================
Patient Defense
Deflect missiles
You can spend 1 ki point to take the Dodge action as a bonus action on your
-1 Persuasion (Cha) turn.
You can use your reaction to deflect a missile when you are hit by a ranged weapon
CHARISMA --------------------------
attack and reduce the damage by 1d10 + your Dexterity modifier + your monk level.

1 Religion (Int)
-1
Step of the Wind If you reduce the damage to 0, you can catch the missile and spend 1 ki point to
You can spend 1 ki point to take the Disengage or Dash action as a bonus make a ranged attack with a range of 20/60 using the weapon or piece of ammunition
3 Sleight of Hand (Dex) action on your turn, and your jump distance is doubled for the turn. you just caught, as part of the same reaction
=================================
==================
Shadow Arts
Shuriken 1D4 Piercing 1/4 Lbs Finesse, Thrown (20/60)
3 Stealth (Dex) ==================
You can use your ki to duplicate the effects of certain spells. As an action, you can
spend 2 ki points to cast the following spells
9 2+1 Survival (Wis)
Darkness
Darkvision
Pass without Trace
Silence
Additionally, you gain the Minor Illusion cantrip if you don't already know it.
SKILLS ATTACKS & SPELLCASTING (see shadow Arts)
=================================
Your half-orc character has certain Traits deriving from your orc ancestry.

12 PASSIVE WISDOM (PERCEPTION)


CP 1x healing potions (2d4
Ability Score Increase: Your Strength score increases by 2, and your Constitution
score increases by 1.

Age: Half-Orcs mature a little faster than Humans, reaching Adulthood around age
+2) 14. They age noticeably faster and rarely live longer than 75 years.

SP 10 Shuriken Alignment: Half-Orcs inherit a tendency toward chaos from their orc Parents and are
not strongly inclined toward good. Half-Orcs raised among orcs and willing to live out
Armor: None their lives among them are usually evil.

Weapons: Simple weapons, short swords Rope (50ft) Size: Half-Orcs are somewhat larger and bulkier than Humans, and they range from 5

EP
2 Torches to well over 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.


Tools: Choose one type of artisan's tools or Flint Darkvision: Thanks to your orc blood, you have superior vision in dark and dim
one musical instrument
1x Flute
Conditions. You can see in dim light within 60 feet of you as if it were bright light,

50
and in Darkness as if it were dim light. You can’t discern color in Darkness, only
GP Shades of Gray.

Saving Throws: Strength, Dexterity 1x Staff Menacing: You gain proficiency in the Intimidation skill.

PP
1x Hunting Trap Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright,
you can drop to 1 hit point instead. You can’t use this feature again until you finish a
Suggested Skills: Acrobatics, Athletics, 1x Travelers clothes Long Rest.

History, Insight, Religion, and Stealth


1x belt pouch
Savage Attacks: When you score a critical hit with a melee weapon Attack, you can
roll one of the weapon’s damage dice one additional time and add it to the extra
damage of the critical hit.

Languages: Sylvan, Common, Orc containing 10 gp


OTHER PROFICIENCIES & LANGUAGES ATTUNEMENT EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 6ft 80kgs
Thazall The Lost
AGE HEIGHT WEIGHT

Yellow Pale Green Black


CHARACTER NAME EYES SKIN HAIR

A minor Fey court, Autumn is a season of


changes, which ultimately means that aspects of NAME
both courts are expressed within the denizens
here. Trusting and comparitively friendly
The Autumn Court
Autumn Eladrin tend to accept those rejected by
the other courts, should they work towards
keeping the balance. This sense of balance and
acceptance is often taken as simplicity and
naivete by the other courts, but there is power
in numbers, and the court of death and rebirth
is not to be dismissed as impotent. Usually
scattered and inactive, during times of strife
The Green Man Viridios travels to the hearth of
the Ashen Lady and all members are to meditate
in attendance.

Amaltheia Dapplewhite - Surrogate mother,


Warrior Sprite of Autumn, once Seelie. SYMBOL

Cirro Briargust - Surrogate father, Darkling


Shadowstep of Autumn, once Unseelie.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Martial Arts
At 1st level, your practice of martial arts gives you master of combat styles that use unarmed strikes and monk weapons, which are shortswords
Orc father Olodagh - Half-Elf mother Fhalynn, a result of a and any simple melee weapons that don't have the two-handed or heavy property.
raid that left Fhalynn a slave of the horde. I was at the time,
unfortunate enough to have taken after my mother, I shared You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
none of Olodagh's love of blades, fear tactics or rolling
around in an opponent's spilled innards. I know this. I was • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
made to try it more than once. At the age of 3 I saw my
mother die at Olodagh's hands after he caught a newer slave • 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.
who also had 'the nice ears', but not before she gave me her
bracelet that she always seemed to pray with, almost like
• 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.
she was pouring herself into it. I ran when I saw what 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
happened, fear gripped me in a way it never had before, haven't already taken a bonus action this turn.
even when faced with Olodagh's fists. As I entered a nearby =================================================
forest clearing, chased by horde outriders, the beads
hummed but I did not care. I ran until my feet bled, until my Ki
lungs burned, until the ground felt softer and the trees grew Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki
orange, as if the seasons changed in minutes. I ran, and then points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
passed out. I awoke to heated debate and tender bandaged
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
feet, with a cloth over my fevered head. I heard a male
Wind. You learn more ki features as you gain levels in this class.
mumble something about 'Green spawn' followed by a
female's slew of obscenities targeted at the male that 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
would've made my former hordemates blush, well past the yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
males repeated apologies - Thus it was that I was in the
Feywilds and I met my true parents Cirro and Amaltheia, a 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:
sprite and darkling who fell in love and left their Fey courts
to be of the Autumn. The court of change, balance and Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
rebirth. Fitting. It was that what I would become. Time
passed, not as It would here. By some I was accepted, By
others, not. I trained in my fathers shadow arts and my
mothers warrior stances, meant to fight beings of sizes ADDITIONAL FEATURES & TRAITS
considerably larger than her. They found a son in me, I
found parental love in them, and skill in the arts they gave
me, coalescing into my own form of martial art, something I
needed as weapons reminded me too much of Olodagh. The
Autumn thought of balance and change. I had made peace
with the past but still owed a debt to Fhalynn for saving me.
When it was found that my parents were feeding me elixirs
forbidden to non Fey to lengthen my lifespan so they may
have me for longer ( my heritage made it so I lived a short
life in comparison to a member of the Fey), they were
brought to Viridios for judgment. He heard the case and
tested me by mind and spirit. He decreed me half Fey,
leading to some confusion. he then said that I was of Autumn
in spirit and half so in mind, to prove the rest, I must be
tested physically and have my mind cleared of ties before
coming to the Feywilds. I was sent on a mission to kill
Olodagh and repay my debt to Fhalynn, or die trying. I would
be full Fey then and my parents not be punished. I was then
time anchored and sent here to fulfill my obligation. I am
half-Fey however, I will not to forget to stop and smell the
wildflowers.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
WIS 12
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Darkvision
Silence
4
Pass without Trace
Darkness
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Minor Illusion
Illusion cantrip 1 minute S, M 30 feet 1 action
Materials: Investigation

Y ou create a sound or an image of an object within range that lasts for the duration. e
illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice,
someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. e
sound continues unabated throughout the duration, or you can make discrete sounds at
di ferent times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it
must be no larger than a 5-foot cube. e image can't create sound, light, smell, or any other
sensory e fect. Physical interaction with the image reveals it to be an illusion, because things
can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it
is an illusion with a successful Intelligence check against your spell save DC. If a creature
discerns the illusion for what it is, the illusion becomes faint to the creature.

Wizard Illusion cantrip

Darkness
2nd level Evocation Concentration, up to 10 minutes V, M 60 feet 1 action
Materials: bat fur and a drop of pitch or piece of coal

M agical darkness spreads from a point you choose within range to ll a 15-foot radius
sphere for the duration. e darkness spreads around corners. A creature with
darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried,
the darkness emanates from the object and moves with it. Completely covering the source of
the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell
that created the light is dispelled.

Wizard,, 2nd level Evocation


Darkvision
2nd level Transmutation 8 hours V, S, M Touch 1 action
Materials: either a pinch of dried carrot or an agate

Y ou touch a willing creature to grant it the ability to see in the dark. For the duration, that
creature has darkvision out to a range of 60 feet.

Wizard 2nd level Transmutation

Pass Without Trace


2nd level Abjuration Concentration, up to 1 hour V, S, M Self 1 action
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from
detection. For the duration, each creature you choose within 30 feet of you (including
you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical
means. A creature that receives this bonus leaves behind no tracks or other traces of its
passage.

Cleric (Trickery), 2nd level Abjuration

Silence (Ritual)
2nd level Illusion Concentration, up to 10 minutes V, S 120 feet 1 action

F or the duration, no sound can be created within or pass through a 20-foot-radius sphere
centered on a point you choose within range. Any creature or object entirely inside the
sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.

Cleric,, 2nd level Illusion

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