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Race: Half-Elf, Class: Monk(Kensei)
Background: Outlander, Alignment: Neutral Good
Patron Deity: DEITY
Factions: FACTIONS
Ability Scores
Strength 10 (+0), Dexterity 19 (+4), Constitution 13 (+1);
Intelligence 12 (+1), Wisdom 16 (+3), Charisma 10 (+0)
Bonus: x
Saving Throws: STR & DEX
Skills: Acrobatics, Athletics, Insight, Perception, Stealth, Survival
Tools: Calligrapher's Supplies, Cook's Utensils, Flute
Languages: Common, Draconic, Dwarvish, Elvish
Armor: None
Weapons: Longbow, Shortsword, Simple Weapons
Unarmored Defense, Martial Arts, Ki, Unarmored Movement, Deflect Missile
Attacks:Spear: +6, 1d6+4, Versatile 1d8+4; Longbow 1d8+4 Range 150(600)
Armor Class: 17, Initiative: +4, Speed: 40 ft
Hit Points: 23, Hit Dice: 3d8
Personality Traits: PERSONALITY
Ideals: Temperence. Know the other side before you condemn.
Bonds: My friends. They are the family I have chosen.
Flaws: Self Righteous - I know what is right and I will do right, consequences be damned.

words -Attribution


Racial Traits

  • Darkvision: You can see in darkness (shades of gray) up to 60 ft.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Skill Versatility: You gain proficiency in two skills of your choice.
    • Perception
    • Athletics

Class Traits

  • Proficiencies
    • Cook's Utensils
    • Stealth
    • Insight
  • Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • Martial Arts: At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
    • 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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • Ki - Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
    • 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.
  • Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
  • Deflect Missiles
  • Monastic TraditionPHB: Way of the Kensei
    • Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.
      • Spear
      • Longbow
    • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
    • Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Specialty Traits


Background Traits



  • Athlete


  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x


Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x


  • xxx: (x gp/day). x


  • x

Important Individuals

  • x