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Omarin Kenate

Farmer
Background
Monk 2 / Fighter 3
Class
Drow Elf
Species
Battle master 
Subclass
5
Level
Xp

Armour
Class

15
Shield

Hit Points

Current
Temp
52
Max

Hit Dice

Spent
2d8 + 3d10
Max

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

+3

Speed

40 ft.

Size & Type

Medium Humanoid

Passive Perception

15

Weapons & Damage Cantrips

NameAtk / DCDamage & TypeMasteryNotes
Shortsword+61d6+3 Piercing   VexLight, Finesse
Scimitar+61d6+3 Slashing   NickLight, Finesse
Unarmed Strike+61d6+3 Bludgeoning
Daggers (x5)+61d4+3 Piercing   NickLight, Finesse, Thrown (range 20/60)
Light Crossbow+61d8+3 Piercing   SlowAmmo (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.
  1. Unarmed strikes as Bonus Actions
  2. 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
Number of Prepared Spells: 0

Spell Slots

No Slots

Spells


PrepLevel  NameCasting TimeRangeDurationConcentration, Ritual & Material consumedNotes
AP1
Faerie Firefree x1
Action60 ft1 minute
C R M
V
AP2
Darknessfree x1
Action60 ft10 minutes
C R M
V | 15ft Sphere
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M
 
C R M

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