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Intimidation +1

MAIN STATS AND INFO

CHARACTER NAME Nora Hubertus Investigation +1

CLASS & LEVEL Way Of The Four Elements Monk 7 Medicine +4

SPECIES Centaur Nature +1

BACKGROUND Noble
Perception +4
AGE 22
Performance +1
HEIGHT 7’5”
Persuasion +4
WEIGHT 672 lbs
Religion +1
PLAYER NAME Basha
Sleight of Hand +4
INSPIRATION LUCK DICE PROFICIENCY
BONUS Stealth +4

0d0 0d0 +3 Survival +4

ARMOR CLASS INITIATIVE (DEX) SPEED


PROFICIENCIES & LANGUAGES
18 (unarmored) +4 65 ft

Armor: None
Weapons: Simple weapons, shortswords
HIT POINTS TEMPORARY HIT DICE
Tools: One set of artisan’s tools or a musical instrument
HIT POINTS
Languages:
68/68 +0 7/7 d10

ACTIONS

ABILITY SCORES & SAVING THROWS

ABILITY SCORE BONUS SAVE PROF

STRENGTH 16 +3 +6

DEXTERITY 18 +4 +7

CONSTITUTION 16 +3 +2

INTELLIGENCE 13 +1 +1

WISDOM 18 +4 +4

CHARISMA 13 +1 +1

SANITY 12 +1 +1

SKILLS

SKILL BONUS PROF

Acrobatics +7

Animal Handling +4

Arcana +1

Athletics +6

Deception +1

History +1

Insight +7
ATTACKS

NAME ATK BONUS DAMAGE/TYPE PROPERTIES & DESCRIPTION

Hooves +10 1d8 + 3 + 4 Magical Bludgeoning


Damage

Unarmed Strike +10 1d8 + 7 Magical Bludgeoning


Damage

Quarterstaff +10 1d8 + 7 Magical Bludgeoning Defensive (+1 AC), nonlethal, versatile (2d6)

SPELL LIST

SPELL SAVE DC 15 SPELL MODIFIER +7

LEVEL 1 LEVEL 2 LEVEL 3

● Misty Step
● Charm Person

LEVEL 4 LEVEL 5 LEVEL 6

LEVEL 7 LEVEL 8 LEVEL 9

COIN

Copper Pieces Silver Pieces Electrum Pieces Gold Pieces Platinum Pieces

846 465 28 4 0

INVENTORY

ITEM PROPERTIES LOCATION QUANTITY WEIGHT

Quarterstaff Defensive (+1 AC), nonlethal, versatile (2d6) Strapped on back 1 4 lb.

Adventurer’s Pack Contains: Bedroll, Mess kit, Tinderbox, 10 days of rations, Waterskin, Worn on the back 1 80 lb.
Moleskin gloves, 3 sets of spare undergarments, and Grappling net.

Healer’s kit This kit is a leather pouch containing bandages, salves, and splints. The kit Strapped on Field 1 1 lb.
has ten uses. As an action, you can expend one use of the kit to stabilize a pack
creature that has 0 hit points, without needing to make a Wisdom
(Medicine) check.

Weighted Monk Robes Gotta stay built passively Worn 6 1 lb.

Signet Ring of House A sign of nobility 1


Hubertus

Lucky Horseshoes For good luck, very valuable 4 12 lb.

Regular Spare Robes Gotta change into something

Vials of Healing Potion You regain 2d4+2 hit points when you consume this potion. Whatever its Kept in belt Pouch 6
potency, the potion’s minty green liquid glimmers when agitated.

Artifact of Polaris Night You gain a +3 to attack and damage rolls. (Applies for unarmed attacks) Worn over your
Versatile artifact. The intricate plates of the artifact shift in a fluid motion, right hand.
as a bonus action you can spend 4 ki points to transform the artifact into any
melee weapon you touch after activating the transformation, you are
proficient in whatever form the artifact takes. This ability lasts for 10
minutes after activation, in which the artifact turns into the base glove after
time.
Telekinetic Control. You gain the ability to unequip your artifact and
telekinetically control it with concentration as an action. The artifact can be
controlled within 120 feet of the user which increases by 10 every 2 levels,
the artifact can levitate up to your movement. If the concentration is broken,
the artifact will magnetically reattach itself back to the user’s hand.
● Grapple. You can grapple a creature within range using the
artifact's malleability.
● Disrupt Components. As a reaction, succeeding a DC 15
perception check allows you to disrupt a creature's spellcasting
process with your artifact.
● User Creativity. Be creative with your usage of this artifact. The
DM will rule down how you’ll be able to execute your ideas.
You can spend 3 ki points to cast the telekinesis spell.

FEATURES AND TRAITS INFORMATION

CLASS FEATURES
● Martial Arts - 1d8
○ You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Monk abilities, Martial Arts attacks
are unarmed strikes and any attacks with melee weapons that lack heavy or special properties.
○ Starting at 1st level, so long as you are not wearing heavy armor, wielding a shield, or wielding a heavy weapon, your martial Arts
attacks gain the benefits listed below:
■ You can use your Dexterity, in place of Strength, for the attack and damage rolls or your Martial Arts attacks.
■ You can make a Dexterity (Athletics) check to grapple or shove in place of the normal Strength (Athletics) check.
■ You can roll your Martial Arts die in place of the normal damage of a Martial Arts attack. This die starts out as a d6 and
changes as you gain Monk levels, as indicated in the Martial Arts column of the Monk table above.
■ When you take the Attack action on your turn and make a martial Arts attack, you can use your bonus action on that same turn
to make a single unarmed strike attack.
○ Some styles of Martial Arts make use of exotic weapons like nunchaku (clubs), kamas (sickles), or sai (daggers).
● Unarmored Defense
○ You have trained to defend yourself from deadly strikes even when unarmored. Beginning at 1st level, so long as you aren't wearing
armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
● Ki
○ At 2nd level, you learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your Ki to perform
supernatural physical feats known as Techniques.
○ Ki Points - 11 points
■ Your inner reserve of Ki is represented by a pool of Ki Points. This pool has a total number of Ki Points equal to your Monk
level + your Wisdom modifier. You regain expended Ki Points when you finish a short or long rest, so long as you spend at
least 30 minutes of that rest in spiritual meditation.
○ Techniques Known - 5 Techniques
■ At 2nd level, you learn three Techniques of your choice from the list at the end of this class description. You can only use one
Technique per attack, ability check, or saving throw.
■ The Monk table shows when you learn more Techniques of your choice. When you gain a Monk level, you can replace one
technique you know with another Technique of your choice.
○ Saving Throws - DC 15
■ Techniques rely on your mastery of body and spirit and grow in proportion to your self-control. When a Technique requires a
saving throw, its saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Wisdom modifier

○ Techniques
■ Patient Defense
● You quiet your spirit, entering a defensive stance to better defend against incoming blows. You can spend 1 Ki Point
to take the Dodge action as a bonus action on your turn.
■ Step of the Wind
● You move with the speed of the wind. You can take the Dash or Disengage action as a bonus action. When you do
so, your distance is doubled until the end of your current turn
■ Slow Fall
● You move through the air as light as a feather. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
■ Mystic Healing
● You can draw on your Ki to stimulate natural healing. As an action, you can spend 2 Ki Points to regain hit points
equal to one roll of your Martial Arts die + your Wisdom modifier
■ Deflect Missile
● When you are hit by a ranged weapon attack, you can use your reaction to attempt to catch the projectile. Reduce the
damage by an amount equal to your Monk level + one roll of your Martial Arts die + your Dexterity modifier. If you
reduce the damage to zero, you catch the projectile in a free hand.
● If you catch the projectile, you can make a ranged (20/60)Martial Arts attack with that projectile as part of the same
reaction. You are proficient with this ranged weapon attack.
● Beginning at the 11th level, you can spend 1 Ki Point to use this reaction whenever you are hit by a spell attack.
■ Stunning Strike
● When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to strike with relentless force,
forcing it to make a Constitution saving throw. On a failed save, the creature is stunned until the beginning of your
next turn.
■ Gentling Touch
● In place of an attack, you can expend 1 Ki Point and touch a creature, and manipulate its Ki to put it to sleep. Roll
your Martial Arts die five times. If the target's remaining hit points are less than or equal to the amount you rolled, it
instantly falls unconscious for 10 minutes. The creature wakes up if it takes damage or another creature uses an
action to wake it.
● You can expend additional Ki Points (up to your Wisdom modifier) to empower this Technique, rolling an additional
martial Arts die for each additional Ki Point you spend.
● Flurry Of Blows
○ You can draw on your spiritual power to strike with blinding speed. Starting at 2nd level, when you take the Attack action and make a
Martial Arts attack, you can spend 1 Ki Point to make two unarmed strikes as a bonus action on that turn.
● Unarmored Movement - 15 ft
○ Your pursuit of physical perfection has awakened the hidden potential of your body. At 2nd level, your speed increases by 10 feet so
long as you are not wearing armor or a shield.
○ This speed bonus increases as you gain levels, as indicated in the Unarmored Movement column of the Monk table.
● Monastic Tradition - Way Of The Four Elements (Alternate Monk | GM Binder)
○ Signature Techniques
■ Each Monastic Tradition has a list of Signature Techniques that you learn at the Monk levels as noted in your description.
These Techniques don't count against your total number of Techniques Known and they cannot be replaced with other
Techniques when you gain a level in this class.
○ Elemental Attunement
■ Beginning when you choose this path at 3rd level, you gain the ability to manipulate the elements around you.
As a bonus action on your turn, you can create one of the following effects:
● You create a harmless sensory effect using the elements around you, such as a puff of air, a shower of sparks, a spray
of mist, or a rumbling of stone.
● You instantaneously light or snuff a candle, torch, or other small fire (such as a campfire).
● Chill or warm up to one pound of nonliving material for up to one hour.
● Cause earth, fire, air, or water within a 1-foot cube to move and/or shape itself into a crude form you designate for
up to one minute.
■ You can have up to five such effects active at a single time, as long as you maintain your concentration as though you were
concentrating on a spell.
○ Elemental Stance
■ Also at 3rd level, you can use a bonus action to enter an Elemental Stance, synchronizing your ki with one of the four
elements. Each Elemental Stance grants you specific benefits, as listed under each element’s Elemental Stance below. Each
Elemental Stance lasts until you dismiss it (no action required), until you are incapacitated, or until you switch to a new
Elemental Stance as a bonus action on your turn.
You unlock new features of each Elemental Stance when you reach 6th, 11th, and 17th level in this class.
■ Stance Of Earth
● Beginning at 3rd level, you gain the following benefits while you are in Stance of Earth:
○ Earth’s Embrace. You can cast the mold earth cantrip.
○ Rooted Defense. When you move 15 feet or less on your turn, your armor class increases by 2. This bonus
remains until you move for more than 15 feet in one turn.
○ Stone Anchor. While you are standing on nonmagical earth or stone and have moved 15 feet or less on
your turn, you cannot be forcibly pushed or pulled until the beginning of your next turn.
● At 6th level, you gain the following additional benefits while you are in Stance of Earth:
○ Carve the Path. You gain a burrowing speed of 20 feet.
○ Stone’s Throw. You can attack by throwing rocks. When you do, you make a ranged weapon attack with a
short range of 60 feet and a long range of 90 feet. These rocks are monk weapons for you and count as
magical for the purpose of overcoming resistance and immunity to nonmagical damage.
■ Stance Of Fire
● Beginning at 3rd level, you gain the following benefits while you are in Stance of Fire:
○ Fire’s Embrace. You can cast the control flames cantrip.
○ Energy Burn. Your unarmed strikes’ reach increases by 15 feet, and you can cause their damage type to
be fire. If your unarmed strike extends into your expanded reach, the damage must be fire.
● At 6th level, you gain the following additional benefits while you are in Stance of Fire:
○ Scathing Will. You add your Wisdom modifier to all fire damage you deal.
○ Inner Flame. You can cast produce flame, and you can cast it as a bonus action on your turn.
○ Dragon’s Breath. You can spend 2 ki points to cast burning hands.
■ Stance Of Air
● Beginning at 3rd level, you gain the following benefits while you are in Stance of Air:
○ Air’s Embrace. You can cast the gust cantrip.
○ Flying Leap. When you make an attack, you can spend 1 ki point to fly up to 15 feet. This movement does
not provoke opportunity attacks.
● At 6th level, you gain the following additional benefits while you are in Stance of Air:
○ Windy Strike. You can cast the shillelagh cantrip, as the wind itself fuels your strikes.
○ Leaf on the Wind. You do not take damage as a result of falling while you are not incapacitated.
○ Whistling Gale. You can spend 2 ki points to cast gust of wind.
■ Stance Of Water
● Beginning at 3rd level, you gain the following benefits while you are in Stance of Water:
○ Water’s Embrace. You can cast the shape water cantrip.
○ Surge Assault. Your unarmed strikes’ reach increases by 15 feet, and you can cause their damage type to
be bludgeoning or cold.
● At 6th level, you gain the following additional benefits while you are in Stance of Water:
○ Tendril Form. You can cast the thorn whip cantrip, ignoring the material component requirement. It
manifests as a tendril of water, instead of a thorny vine. You can cast this cantrip as a bonus action on your
turn.
○ Biting Cold. You can cast the primal savagery cantrip, as claws of frozen, acrid water form on your
fingertips. You can cast this cantrip as a bonus action on your turn.
○ Ebb and Flow. As an action, you can spend 1 ki point to choose an area of water within 210 feet of you
that is no larger than 30 feet on a side. You can change water to ice in the area, and vice versa. You can
reshape ice in the area in any way you wish. You can raise or lower the elevation of water, ice, or steam,
and you can cause steam, fog, or mist in the area to appear or disperse entirely. You can also dig a trench
with ice or water, but you cannot use the ice or water to cause damage to a creature.
● Ability Score Improvement
○ At 4th level, and again when you reach 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1.
As normal, you can't increase one of your ability scores above 20 using this feature.
● Extra Attack
○ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
● Enlightened Fist
○ Your spirit empowers your strikes. Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming
resistances and immunities to non-magical attacks and damage.
● Evasion
○ Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a black dragon's acid breath or
a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage,
you take no damage if you succeed on the saving throw, and only half damage if you fail.

RACIAL TRAITS
● Speed. Your base walking speed is 40 feet.
● Fey. Your creature type is fey, rather than humanoid.
● Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately
follow that attack with a bonus action, making one attack against the target with your hooves.
● Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage
equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
● Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb
that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs
you 4 extra feet instead of the normal 1 extra foot.
● Fey touched.
○ Your exposure to the Feywild's magic has changed you, granting you the following benefits:
■ Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
■ You learn the misty step spell and the charm person spell. You can cast each of these spells without expending a spell slot.
Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.

Primordial Artifact Mutation “Horseman of the Primordial Armageddon” form


● The biological aspects of your body start to slowly but drastically change as the primordial gem enhances your affinity to the four elements but at
the same time taints your body with them
● Transformation Level 1. Starting at 1st level, you gain the following Transformation Boons and this level’s Transformation Flaw.
○ Transformation Boon - Elemental Form. You become an Elemental in addition to any other creature types you are. Spells and abilities
that affect Elementals of a specific CR do not affect you.
○ Transformation Boon - Primordial Affinity. While able to control all elements, your Primordial birth was sparked by one particular
element: your Primordial Affinity. Your body is infused with malleable elemental energy. You embody 2 elements below for a day and
gain all the benefits of those elements, you can change your embodying element at the start of a new dawn:
■ Air. You have resistance to lightning damage. In addition, you can channel the air currents around you to guide a ranged
attack. Once on each of your turns, when you make a ranged weapon or ranged spell attack, you can make that attack with
advantage. If you are in a location without an air current - such as underwater - this feature has no effect.
■ Earth. You have resistance to poison damage. In addition, whenever you gain temporary hit points, you gain that many plus
your proficiency bonus instead.
■ Fire. You have resistance to fire damage. In addition, whenever you deal fire damage, you can add your Constitution modifier
to the damage dealt.
■ Water. You have resistance to cold damage. In addition, whenever a creature regains hit points due to a spell or feature you
control, you can imbue them with healing elemental energy. The creature regains an additional 1d6 hit points. Only one
creature who regains hit points from the spell or feature can benefit from this.
○ Transformation Flaw - Planar Binding. Your body and soul contain the fragments of a primordial power. You have disadvantage on
death saving throws as the power attempts to unleash itself from your mortal vessel. If you are killed, your death can cause a high-level
natural cataclysm endangering everyone and everything in the area.
● Transformation Level 2. At 2nd level, you chose one of the following Transformation Boons a day at a time and this level’s Transformation
Flaw.
○ Transformation Boon - Elemental Surge. You can channel pure elemental energy into a concentrated bolt of an element of your
choice. On your turn, as an action you can choose one of the below choices:
■ Lightning Strike. You can make a special ranged attack targeting a creature within 60 feet. You are proficient with this attack,
which uses your Constitution modifier. On a hit, this attack deals 3d8 + your Constitution modifier lightning damage. You can
then use a bonus action to target another creature within 30 feet of the first target with the same attack. Increase the damage by
1d8 for each transformation level above 2.
■ Earth Shard. You can force a creature within 30 feet to make a Constitution saving throw. On a failed save, the creature takes
bludgeoning damage equal to 3d6 + your Constitution modifier, or half as much on a successful save. Increase the damage by
1d6 for each transformation level above 2. You also gain temporary hit points equal to half the damage dealt.
■ Flame Wave. Each creature in a 15-foot cone originating in your square must make a Dexterity saving throw. On a failed
save, creatures in the area take fire damage equal to 2d8 + your Constitution modifier. Increase the damage by 1d8 for each
transformation level above 2.
■ Aquatic Rejuvenation. Choose a creature you can see within 60 feet of you. The creature regains a number of hit points equal
to 2d8 + your Constitution modifier. Increase the amount of hit points regained by 1d8 for each transformation level above 2.
You can use these features a number of times equal to your Constitution modifier, regaining all expended uses upon
completing a long rest.
○ Transformation Boon - Call The Four. You can use your action to summon or repel elemental forces around you, causing one of the
following effects of your choice:
■ You create a 15-foot radius globe of breathable air around you. Creatures can pass freely in or out of the globe, but other
elemental forces like water or fire cannot. Alternatively, you can choose to banish all air from inside the globe. This globe lasts
for 10 minutes, and you must concentrate on it (as per concentrating to maintain a spell).
■ You can conjure up to 50 pounds of loose earth at a point within 30 feet of you. Alternatively, you can shape the earth and
stone within 15 feet of you. If it affects dirt or stone on the ground, you can cause it to become difficult terrain.
■ All flammable objects not worn or wielded within 30 feet of you to burst into flame for 1 minute. Alternatively, all nonmagical
flames within 30 feet of you are immediately extinguished.
■ You can conjure up to 10 gallons of water at a point within 30 feet of you or cause the water to fall like rain in a 30-foot area
for 1 minute. Alternatively, you can choose to repel water within 15 feet of you. This ability has no effect on living creatures
but repels mist, rain and creates pockets of air if submerged in water.
○ Transformation Flaw - Elemental Appearance. Your appearance has grotesquely transformed. Your eyes might be smoldering
embers, water could continuously pour from your mouth or nose, your extremities may crumble like sand, or patches of your skin might
fade to transparency. Regardless of your true form, you are horrific to behold.
You can suspend this form and manifest the appearance of the humanoid you once were, but this is taxing and requires concentration.
This form is not permanent, and moments of stress are likely to reveal your true nature. Your true form is revealed in the following
situations:
■ Concentrating on a spell.
■ Gaining the unconscious condition.
■ Choosing to reveal yourself.
■ In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing
to see if you maintain your humanoid form.
Neutral creatures that witness your true form become Frightened of you, and you gain disadvantage on Charisma checks and saving
throws.
BACKGROUND

AGE HEIGHT WEIGHT EYES SKIN HAIR

22 7’5” 672 lbs Livid Blue Light Brown Lavender/Grey Fur

AllIES & ORGANIZATIONS

CHARACTER DESCRIPTION

GIMMICK

CONFLICT

WANT

ADDITIONAL MOTIVATIONS

FEARS

BACKGROUND

ADDITIONAL INFORMATION

PERSONALITY TRAITS FLAWS

Cries a lot, even when happy. Has suffered from imposter syndrome for the majority of her life before
Hastily confident and determined under pressure (Doesn’t think about the destruction of her monastery leading her to think everything she does
what she does and just improvises). isn’t good enough and that everyone might perceive her as useless.
She stomps her hooves when anxious (Every other moment). (She’s getting better though but occasionally dips back into it during low
Occasionally fidgets and plays with her artifact when unoccupied or points.)
bored. When life pressures me to my lowest of points, to my worst, the fury of
this very planet furiously erupts out of the shell that is my body.

IDEALS BONDS

I am continuously driven to go anywhere to learn different and new I’ve rekindled the fire of the deep friendship with my old friend Silas
aspects of life, and driven by compassion. which has since blossomed into a long-anticipated romance.
I find that true strength is found in the ability to be gentle. The Crusaders are my anchor to the world I’ve discovered so far, though I
I must prove to my family that I’ve found my own strength. may not always continue in their current endeavors, I am glad to know that
I still have a home with the closest of friends that I have ever made in my
life.

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