Svirfneblin

Waagic Jadefingers's page

99 posts. Alias of Decimus Observet.


Classes/Levels

HP: 16/38 | Temp HP: 0/0 | HD 5/5 (d8+2) | Ki 4/5

Stats:
AC 16 | Str +1* Dex +6* Con +2 Int +2 Wis +2 Cha -1 | Initiative +4 | Perception +2 | Insight +2 | Inspiration? No
Conditions: None

Gender

D&D Beyond Sheet

About Waagic Jadefingers

Waagic Jadefingers
Male Deep Gnome Monk
Level 5

Strength
-1
8
Dexterity
+4
18
Constitution
+2
14
Intelligence
+2
14
Wisdom
+2
14
Charisma
-1
8
Proficiency
+2
Bonus
Walking
35ft.
Speed
Inspiration
Current
31
/
Max
31
Temp
--
Hit Points
str
+1
dex
+6
con
+2
int
+2
wis
+2
cha
-1
on INTagainst Magic
on WISagainst Magic
on CHAagainst Magic
Saving Throws
12
Passive WIS (Perception)
12
Passive INT (Investigation)
12
Passive WIS (Insight)
Darkvision 120 ft.
Senses
Armor
None
Weapons
Shortsword, Simple Weapons
Tools
Jeweler's Tools
Languages
Abyssal, Common, Gnomish, Undercommon
Proficiencies & Languages
Prof
Mod
Skill
Bonus
DEX
Acrobatics
+4
WIS
Animal Handling
+2
INT
Arcana
+4
STR
Athletics
+1
CHA
Deception
-1
INT
History
+2
WIS
Insight
+2
CHA
Intimidation
-1
INT
Investigation
+2
WIS
Medicine
+2
INT
Nature
+2
WIS
Perception
+2
CHA
Performance
-1
CHA
Persuasion
-1
INT
Religion
+2
DEX
Sleight of Hand
+4
DEX
Stealth
+6
WIS
Survival
+4
Additional Skills
Skills
Initiative
+4
Armor
16
Class
Defenses
Resistances, Immunities, or Vulnerabilities
Conditions
Add Active Conditions
Actions
Equipment
Features & Traits
Description
Notes
Extras
All
Attack
Action
Bonus Action
Reaction
Other
Limited Use
Manage Custom
Actions • Attacks per Action: 1
Attack
Range
Hit / DC
Damage
Notes
Unarmed Strike
Melee AttackMartial Arts
5ft.
Reach
+6
1d4+4
Actions in Combat
Attack,Cast a Spell,Dash,Disengage,Dodge,Grapple,Help,Hide,Improvise,Ready,Search,Shove,U se an Object
Unarmed Strike

You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Bonus Actions
Attack
Range
Hit / DC
Damage
Notes
Unarmed Strike
Melee AttackMartial Arts
5ft.
Reach
+6
1d4+4
Flurry of Blows
Melee AttackMartial Arts
5ft.
Reach
+6
1d4+4
Actions in Combat
Two-Weapon Fighting
Flurry of Blows

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.
Unarmed Strike

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.
Reactions
Attack
Range
Hit / DC
Damage
Notes
Deflect Missiles Attack
Ranged AttackMartial Arts
20(60)
+6
1d4+4
Actions in Combat
Opportunity Attack
Deflect Missiles

You can 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 1d10 +8. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
Deflect Missiles Attack

If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by 20.
Other
Actions in Combat
Interact with an Object
Ki Points (Special)

You can spend Ki Points to fuel ki features. You have 4 points per short rest and your Ki save DC is 12.
/
Short Rest
Open Hand Technique (Special)

Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 12), get pushed up to 15 ft. if it fails a STR saving throw (DC 12), or it can't take reaction until the end of your next turn.

Class Features
Monk Features
Hit PointsPHB, pg. 77
ProficienciesPHB, pg. 77
Jeweler's Tools
Stealth
Athletics
Unarmored DefensePHB, pg. 78

While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Artsd4PHB, pg. 78

While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
KiPHB, pg. 78

You can spend Ki Points to fuel ki features. You have 4 points per short rest and your Ki save DC is 12.

Flurry of Blows - 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.
Ki Points: (No Action)
Uses:
/
Short Rest
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
Unarmored MovementPHB, pg. 78

Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic TraditionPHB, pg. 78
Way of the Open Hand
Deflect MissilesPHB, pg. 78

You can 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 1d10 +8. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.
Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
Open Hand TechniquePHB, pg. 79

Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 12), get pushed up to 15 ft. if it fails a STR saving throw (DC 12), or it can't take reaction until the end of your next turn.
Open Hand Technique: (No Action)
Ability Score ImprovementPHB, pg. 78
Ability Score Improvement
Dexterity Score
Dexterity Score
Slow FallPHB, pg. 78

You can use your reaction when you fall to reduce any falling damage you take by 20.
Slow Fall: 1 Reaction
Racial Traits
Gnome CunningPHB, pg. 37

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Superior DarkvisionEE

Your darkvision has a radius of 120 feet.
Stone CamouflageEE

You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Inventory
Active
Name
Weight
Qty
Cost (gp)
Location
Notes
Boots of Elvenkind
Wondrous item
--
--
--
Movement, Utility, Deception, Footwear
--
Backpack
GearAdventuring Gear
5lb.
1
2
--
Container
--
Bedroll
GearAdventuring Gear
7lb.
1
1
--
Utility
--
Chest
GearAdventuring Gear
25lb.
1
5
--
Container
Crossbow, Light
Crossbow, Light
5lb.
--
25
Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)
--
Crowbar
GearAdventuring Gear
5lb.
1
2
--
Utility, Exploration
Dart
Dart
2.5lb.
10
0.05
Simple, Finesse, Thrown, Range (20/60)
--
Hammer
GearAdventuring Gear
3lb.
1
1
--
Utility
--
Holy Symbol
GearHoly Symbol
--
1
--
--
Utility
--
Holy Water (flask)
GearAdventuring Gear
1lb.
1
25
--
Damage, Utility, Combat
--
Manacles
GearAdventuring Gear
6lb.
1
2
--
Control, Utility
--
Mess Kit
GearAdventuring Gear
1lb.
1
0.2
--
Social, Utility
--
Mirror, Steel
GearAdventuring Gear
0.5lb.
1
5
--
Social, Utility
--
Oil (flask)
GearAdventuring Gear
1lb.
1
0.1
--
Damage, Utility, Combat
--
Rations (1 day)
GearAdventuring Gear
20lb.
10
5
--
Social, Utility, Consumable
--
Rope, Hempen (50 feet)
GearAdventuring Gear
10lb.
1
1
--
Utility, Exploration
--
Stake (Wooden)
GearAdventuring Gear
--
9
--
--
Utility
--
Tinderbox
GearAdventuring Gear
2lb.
2
1
--
Utility, Exploration
--
Torch
GearAdventuring Gear
13lb.
13
0.01
--
Damage, Utility, Exploration, Combat
--
Waterskin
GearAdventuring Gear
5lb.
1
0.2
--
Container

Background
Haunted One
Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Characteristics
Alignment
Neutral Good
Gender
Male
Eyes
Grey
Size
Small
Height
3' 2"
Faith
Callarduran Smoothhands
Hair
None
Skin
Brownish grey
Age
125
Weight
--
Personality Traits
I expect danger around every corner.
I refuse to become a victim, and I will not allow others to be victimized.
Ideals
I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
Bonds
I would sacrifice my life and my soul to protect the innocent.
Flaws
I feel no compassion for the dead. They’re the lucky ones.