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Castor / Pollux

3 Level (0/2700 XP for level-up) Background Wood Helf Race / Species / Heritage Chaotic Neutral / Lawful Good Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
10
+0
DEX
19
+4
CON
17
+3
INT
11
+0
WIS
16
+3
CHA
8
-1
27
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
55
Speed (walk/run/fly)
15
Passive Perception
3 / 3
KI
1d4 / 1d10
Monk Die
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
-1 Deception CHA
+0 History INT
+5 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Tonfa (Club) +6 DEX 1MonkDice+4 bludgeoning
Dart +6 DEX 1d4+4 piercing
 finesse, light, thrown range 20/60
Unarmed Strike +6 DEX 1MonkDice+4 bludgeoning
Attacks
Wood Elf


  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

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

  • Keen Sense: proficient in the perception skill

  • Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

  • Fleet of Foot: Your base walking speed increases to 35 feet.

  • 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


Monk

  • Unarmored Defense: while wearing no armor and not wielding a shield, your AC=10+DEX+WIS

  • Martial Arts: while wearing no armor and not wielding a shield and while unarmed or wielding only monk wepons (any simple melee weapons without the two-handed or heavy property and shortswords):

    • Dexterity instead of Strenght for attacck and damage rolls

    • You can roll a monk die in place of the normal damage

    • When you use the Attack action you can make one unarmed strike as a bonus action



  • KI: when ki points are spent the are unavailable until a short or long rest; Ki save DC: 8 + proficiency bonus + WIS

    • Flurry of blows: immediately after the attack action 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

    • Step of the wind: you can spend 1 ki poit to take the disengage or dash action as a bonus action (your jump distance is doubled)



  • Unarmored Movement: bonus speed (2-5 lvl: +10 / 6-9: +15 / 10-13: +20 / 14-17: +25 / 18-20: +30). at 9th level you gain the ability to move along vertical surfaces and across liquids without falling

  • Dedicated Weapon: after a rest, touching a weapon (simple or martial weapon without heavy and special properties) you are proficient in, you can count that weapon as a monk weapon (until the use of this feature again)

  • Deflect Missiles: use the reaction to deflect or catch the missile when hit by a ranged weapon attack, damage reduced by: 1d10+DEX+Monk lvl

    • if the damage is reduced to 0 you can catch it and spend 1 ki point to make a ranged attack (as part of the reaction): attack with proficiency and the missile counts as a monk weapon



  • Ki-fueled attack: if you spend 1 ki point or more as part of your action you can make one attack (unarmed or monk weapons) as a bonus action before the end of the turn


WAY OF MERCY

  • Implements of Mercy: gain proficiency in the insight and medicine skills and with the herbalism kit

  • Hand of Healing: as an action spend 1 ki point to touch a creature and restore: 1 monk die + WIS

    • when use flurry of blows you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing



  • Hand of Harm: Once per turn, when you hit a creature with an unarmed strike you can spend 1 ki point to deal extra necrotic damage: 1 monk die + WIS



Features & Traits
Maschera
Talismo della cura (use: 1/day)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Comune, Elfico

Armor: None
Weapons: Simple weapons, shortswords, longswords, longbows
Tool: Herbalism kit

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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