Class & Level

Monk of Astral Self Lv3

Species

Tortle

Background

Far Traveller

Alignment

______________

Strength

12

+1

Dexterity

14

+2

Constitution

14

+2

Intelligence

10

+0

Wisdom

18

+4

Charisma

10

+0

17

Armour
Class

+2

Initiative
Bonus

40

Movement
Speed

24

Max Health Points

Saving Throws

Strength

+3

Dexterity

+4

Constitution

+2

Intelligence

+0

Wisdom

+4

Charisma

+0

+2

Proficiency
Bonus

WIS

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+6

Animal Handling Wis

+4

Arcana Int

+0

Athletics Str

+1

Deception Cha

+0

History Int

+0

Insight Wis

+6

Intimidation Cha

+0

Investigation Int

+0

Medicine Wis

+6

Nature Int

+0

Perception Wis

+4

Performance Cha

+2

Persuasion Cha

+0

Religion Int

+0

Sleight of Hand Dex

+4

Stealth Dex

+2

Survival Wis

+4

Traits & Gear

Traits

The jolly travelling tortle monk. After mastering you clans secret arts, you se off to see the world and make money for your kin performing incredible feats of strength and endurance.

  • Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Hold Breath. You can hold your breath for up to 1 hour.

Equipment & Money

Nothing but the shell and clothes on your back. You don’t need it, you got a shell, you got claws and you got mystical spectral arm kung fu.

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Channel Ki

You have mastered both body and mind and have mastered the use of Ki (Chi or Qi) to empower you.

You have 3 Ki points that replenish after a short rest.

Patient Defence: Spend one ki point to take the dodge action. Attacks from opponents you can see have disadvantage.

Step of the Wind: 1 Ki point. You can dash as a bonus action, and your jump distance is doubled.

Spectral Arms

Use a bonus action and a ki point to summon your spectral arms (any form you wish). They last 10 minutes. When you summon them, enemies withing 10 feet must make a DEX sav or take 2d4 force damage.

While the spectral arms are present, you gain the following benefits:

  • Your strikes are more powerful and you can hit further away (see attacks)
  • You wisdom replaces strength for anything that requires strength.

Actions

Abilities that take require an action, bonus action or reaction. 

Fist Attack!

You can attack with any limb you choose. D20+4 to hit, 1d6+2 damage.

Spectral Fist Attack

With your spectral arms out: D20+6 to hit, 1d6+4 force damage.

Flurry of Blows

This cat is as fast as lightning, it’s a little bit frightening! You use one of your Ki points to hit with 2 strikes (karate chops, spin kicks, your choice) as a bonus action, but only if you use an action to attack first.

Deflect Missiles

Use your 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 1d 10 +7. If you reduce the damage to 0, you can catch the missile. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack up to 20/60 feet with it.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Ki Points : – : 🟦🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.