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Nephis Serpet

Monk 5 Class & Level
Investigator Background
Valenar Elf Race
Neutral Good Alignment

Strength 5
-3
Dexterity 16
+3
constitution 13
+1
intelligence 9
-1
wisdom 18
+4
charisma 12
+1
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+6 Dexterity
+1 Constitution
-1 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+4 Animal Handling
-1 Arcana
-3 Athletics
+1 Deception
+2 History
+7 Insight
+1 Intimidation
+2 Investigation
+2 Medicine
-1 Nature
+7 Perception
+1 Performance
+1 Persuasion
-1 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills Acrobatics History Insight Investigation Perception proficiencies

 
17
Armor Class
33
Hit Points
+3
Initiative
45
Speed
WeaponAttackDamageRange
Double-Bladed Scimitar 1d20+6 2d4+3 slashing5 feet
Unarmed Strike 1d20+6 1d6+3 bludgeoning5 feet
Astral Strike 1d20+7 1d6+4 radiant10 feet
Longbow 1d20+6 1d8+3 piercing150 feet / 600 feet
Attacks
Languages Common, Elvish, Sylvan, Undercommon

Tools Tinkers Tools

Weapons Simple weapons, short-swords, scimitar, double scimitar, longbow, and shortbow.
Proficiences
Your training allows you to harness the mystic energy of ki, of which you have 5 points. (Save DC 15):

Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Deflect Missiles Reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10+8 . If you used the Deflect Missiles ability as a reaction and reduced the damage to 0; you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. (+6 to hit) with range 20/60 ft.

Stunning Strike You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Arms of the Astral Self Your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms’ appearance based on the qualities of your character. While your astral arms are summoned, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

  • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action.


Spellcasting

Race Features


Double Bladed Scimitar When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

Elven Accuracy Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Monk Features


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

Slow Fall You can use your reaction when you fall to reduce any falling damage you take by 25.

Extra Attack You can attack twice, instead of once, whenever you take the attack action.

Martial Arts While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • 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.


Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

raxaon.

Statblock Type

Character Sheet (Legacy)

Link/Embed