Omarin Kenate
Farmer
Background
Monk 2 / Fighter 3
Class
Drow Elf
Species
Battle master
Subclass
5
Level
Xp
Armour
Class
15Shield
Hit Points
Current
Temp
52Max
Hit Dice
Spent
2d8 + 3d10Max
Death
Saves
Successes
Failures
Exhaustion
Proficiency Bonus
3
Strength
-1
8
+2Saving Throw
Athletics
Dexterity
+3
17
+6Saving Throw
Acrobatics Sleight of Hand+6Stealth
Constitution
+2
14
Saving Throw
Heroic Inspiration
Intelligence
+1
12
Saving Throw
Arcana History Investigation+4Nature Religion
Wisdom
+2
15
Saving Throw
+5Animal Handling+5Insight Medicine+5Perception Survival
Charisma
-1
8
Saving Throw
Deception Intimidation Performance Persuasion
Equipment Training & Proficiencies
Armor Training
Light
Medium
Heavy
Shields
Weapons
Simple, Martial, Monk Weapons (Simple Melee, or Martial weapons with Light property)
Tools
Tinker's Tools, Carpenter's Tools
Languages
Common
Initiative
+3Speed
40 ft.Size & Type
Medium HumanoidPassive Perception
15Weapons & Damage Cantrips
| Name | Atk / DC | Damage & Type | Mastery | Notes |
|---|---|---|---|---|
| Shortsword | +6 | 1d6+3 Piercing | Vex | Light, Finesse |
| Scimitar | +6 | 1d6+3 Slashing | Nick | Light, Finesse |
| Unarmed Strike | +6 | 1d6+3 Bludgeoning | ||
| Daggers (x5) | +6 | 1d4+3 Piercing | Nick | Light, Finesse, Thrown (range 20/60) |
| Light Crossbow | +6 | 1d8+3 Piercing | Slow | Ammo (80/20, Bolt), Loading, 2-handed |
Resources
Focus Points[Any Rest]
Second Wind[1/Short Rest, all on Long Rest]
Action Surge[Any Rest]
Superiority Dice (d8)[Short Rest]
Uncanny Metabolism[Long Rest]
Class Features
Martial Arts. On using only monk weapons, wearing no armor, and holding no shield, you gain the following benefits.
- Unarmed strikes as Bonus Actions
- Can use Dex. modifier for attacks and damage rolls; d6 instead of normal damage -- for unarmed strikes and Monk weapons
Unarmored Defence + Movement. When not wearing armor and not holding Shield: AC = 10 + Dex. + Wis. modifiers, Speed + 10
Weapon Mastery. You have mastery over 3 different weapons. You can choose to switch one mastery to a different weapon on finishing a Long Rest
Monk's Focus. You have 2 Focus Points to fuel monk features
Second Wind.(Bonus Action, Cost: 1 Second Wind charge) Regain Hit Points equal to 1d10+3
Tactical Mind.(Cost: 1 Second Wind charge) When you fail an Ability check, you can roll 1d10 and add to the roll. Second Wind charge not spent if check still unsuccessful
Action Surge. Take 1 extra Action (except magic)
Combat Superiority. You have 4 Superiority Dice (each a d8). You regain all expended dice on a Short or Long Rest. You know manoeuvres from the Battle Master list.
Uncanny Metabolism. On rolling Initiative, regain all expended Focus Points, and regain 1d6+2 HP
Pushing Attack.(Cost: 1 Superiority dice)
on Hit, add Superiority Dice to damage. If target size is Large or smaller, they make a Str. save (DC 14); on failure be pushed 15 ft directly away from you.
Goading Attack.(Cost: 1 Superiority dice)
on Hit, add Superiority Dice to damage. Target must succeed on Wis. save (DC 14); on failure, have Disadvantage on attack rolls against any target other than you, until the end of your next turn
Maneuvering Attack.(Cost: 1 Superiority dice)
on Hit, add Superiority Dice to damage. Choose a willing creature who can see or hear you; they can use their Reaction immediately to move half their speed without provoking Opportunity attacks.
Species Traits & Feats
Darkvision. 120ft
Fey Ancestry. You have Advantage on Saving throws you make to avoid or end the Charmed condition.
Keen Senses. You have proficiency in Perception skill.
Trance. You don't need sleep. Magic can't put you to sleep. You can finish a Long Rest in 4hrs if you spend that time in a trance like meditative state.
Elven Lineage. You know the Faerie Fire, and Darkness spells. You can cast them once without a spell slot. Refresh on Long Rest. Wisdom is your spell-casting ability for this
Tough. Whenever you gain character levels, your Hit Point maximum increases by an additional 2 points
Two-Weapon Fighting. When making the extra attack of the Light property, you can add the modifier to the damage
Wisdom
Spellcasting Ability
Spellcasting Modifier+2
Spell Save DC13
Spell Attack Bonus+5
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 0
Spell Slots
No Slots
Spells
| Prep | Level | Name | Casting Time | Range | Duration | Concentration, Ritual & Material consumed | Notes |
|---|---|---|---|---|---|---|---|
| AP | 1 | Faerie Firefree x1 | Action | 60 ft | 1 minute | C R M | V |
| AP | 2 | Darknessfree x1 | Action | 60 ft | 10 minutes | C R M | V | 15ft Sphere |
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Notes
Appearance
Backstory & Personality
Equipment
Backpack, Bedroll, Iron Pot, Shovel, Traveller's clothes, Rope, Tinderbox, Waterskin
Carpenter's Tools, Tinker's Tools
Oil flasks = 4
Torches = 10
Ration (days) = 10
Healer's Kit charges = 10
Magic Item Attunement
Coins & Treasure
CP
SP
EP
GP
PP