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Gustavus FrenziedFang

20 Level (0/355000 XP for level-up) Jungle of Elements Background Leonin Race / Species / Heritage Chaotic Good Alignment
Monk
Level 20
Hit Dice: 20/20
1d8+5 Class 1

STR
13
+1
DEX
26
+8
CON
20
+5
INT
16
+3
WIS
30
+10
CHA
12
+1
195
Hit Points
+8
Initiative (DEX)
25
Armor Class (AC)
+6
Prof. Bonus
65
Speed (walk/run/fly)
20
Passive Perception
20 / 20
Ki
13 / 13
Monastic Insight Ki
5 / 5
Fates Fist Ki
+12 Expertise Bonus
+6 Proficiency Bonus
+7 Strength
+14 Dexterity
+11 Constitution
+9 Intelligence
+16 Wisdom
+7 Charisma
saving throws
+14 Acrobatics DEX
+10 Animal Handling WIS
+3 Arcana INT
+13 Athletics STR
+1 Deception CHA
+3 History INT
+10 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
+16 Martial WIS
+22 Athletics (Astral) WIS
skills
+10 Medicine WIS
+3 Nature INT
+10 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+8 Sleight of Hand DEX
+14 Stealth DEX
+16 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Ghost Punch +17 WIS 2d6 Cold
 Doubles elemental damage on Ki attacks
Attacks
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.
Born in the Elements
Ch’orti = Cold
You gain Resistance and Claws deal damage of the Chosen type.
Elemental Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal an additional 1d4 + your Strength or Dexterity modifier Elemental damage, instead of the bludgeoning damage normal for an unarmed strike.
Abilities scores: +2 Con (13->15) +1 Dex (16-17)
Jungle Instincts. You have proficiency in one of the following skills of your choice: Survival
Leonin Heart: You gain advantage on saves against the Frightened or Stunned condition.

Solar Roar At Level 3 as a bonus action, you can let out an especially menacing roar Transforming into your Leonin form. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra Elemental damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.

Background:
Proficency in Acrobatics
+2 Dex (17->19)



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 gain the following benefits 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.
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.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
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 gain the following benefits 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.
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.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

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.

Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.

Deflect Missiles
Starting at 3rd level, 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 + your Dexterity modifier + your monk level.
If you reduce 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 a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Ki-Fueled Attack (Optional)
Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, 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.

Focused Aim (Optional)
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.



Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Features & Traits
Quarterstaff/ The Fates Fist
Explorers Pack
10 darts
Jewel of +1 Investigation
1 Chili Chocolate bar, a giant caramel wafer chocolate bar, a huge honeycomb crunch milk chocolate bar, a large cappuccino chocolate bar and a pistachio dark chocolate bar (Given to Hulu and Mak)
Hulu and Mak have 1500 gold each
Chainmail
Item of Casting Find Familiar
a stainless steel case containing +2 Randolph Farms™ Cooking Utensils
1 haste potions from tors
Stone of anti-nausea (Amethyst - foggy – +1 to saves when traveling between realms or through portals)
7 tickets

Lucidus Music Box
Exotic
Craft Slot: Pendants or Lockets Only
Attuned Dragons: Taliisa

Arcane Tear Drop
Legendary
Craft Slot: Any Wonderous and Staffs
Attuned Dragons: Znanyie

Reflective Charm
Mythic
Craft Slot: Necklace/Jewelry only
Attuned Dragons: Zypher
Hammer of Suraya (Aspect weapon, Leo)


Record of Gold: Current Total 34,000
1. +50,000 (Dragon pact Sess 0)
2. +3,000 (Mar, hunter registration)
3. +1,000 (Benjamin, Hunter interview)
4. -20,000 (Oma, For Uru)

5. +25,000 (Tickets to gold)
6. +10,000 (gold from Star crossed battle)
7. +10,000 (gold from Ares)
8. -50,000 (Bought The Fate's Fist weapon)

9. +30,000 (Chaos Toad Hunt)
10. -1,000 gold (for hulu and mak at the college)
11. +24,000 (Ben Hunt)

12 +25,000 (from story mission)
13. +50,000 (from Dirty dealers campaign intro)

14. -7,000 to arlech fo lengthing the hammer
15.-80,000 for VNPC SHOP items

16. +80,000 for the haunted house (Doubled Via Tickets)
17. -150,000 from buying wedding rings

18. +30k from mission

19 +40k from Hela Hunt

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 70000, Platinum: 0 Money
Updaes to be added
Hammer info
Feat lvl 12
Pure class reward lvl 12

Simple weapons, shortswords, Smiths tools
Common, Arabel, Draconic, Orc, And Giant
Martial proficency (Background)

ASI:
4th: +2 Wis (From 18->20)
Feat: Skill Expert
+1 Dex (19->20)
Athletics Expertise Gained
Proficency in Stealth

8th: +2 Dex (20->22 [pure class stat increase])
Feat: Observant
Increase your Intelligence by 1(13->14)
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

12th: +2 Con (16->18)
Feat: Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Pure Class rewards:
4th Increase skill cap +2 (Dex Cap increase to 22)
8th: Tough (+20 Health)
12th: Increase Skill Cap +2 (Wis Cap increase to 26)


Dragon Reward: Feat
Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits:
Increase your Constitution by 1, to a maximum of 20. (15->16)
You gain proficiency with cook's utensils if you don't already have it.
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Fates Fist Weapon: Passive
Weaver of Blue- You gain +2 Wis, Int, and Dex, as your Attuned to this weapon. (Int 14->16)
Guard of Fate: If a stat cannot go past the stat score gain one additional Ki point. (+2 from Dex)

Overflowing Staff- Gain Additional Ki based off half your Wisdom Modifier rounded down.

Fate's Entwined- This weapon has 3 modes and able to shift between the forms as an item interaction you may expended to switch Weapon Forms.

Fates Fist Weapon: Active
Dark Fate- This Shotgun (30/60 ft Range) mode damage die increases to Astral Damage Based on martial arts dice to a creatures within a 5 feet and bursts into a 15 ft cone to hit and creatures within for Xd4 Astral Damage. Where X is the amount of ki used in this combat. (Max of 5, Minimum of 1)
BLASTING ZONE- You may use two Ki on your damage in Gauntlet or Staff form to explode the shells to activate Dark Fate on hit.
Golden Fate- In gauntlet form give you +1 to all saving throws and +1 AC instead of +1 to hit and Damage.
Grey Fate-In Staff form your weapon has 15 foot reach and deal +1 to hit and Damage.
Karma: Whenever you switch between Golden or Grey Fate to Dark Fate after attacking with Golden Fate. You may Flurry of Blows with the Shotgun Mode.

Loves Unity
Wondrous (Jewelry - Pair of Rings) - Mythical
Bond of Mortality - Veil-Crossed
Twinned Soul Attunements: Requires Attunement By A Married Couple

The Family Ring-Tone
The attuned creatures can cast Sending with each other at will. In addition, both creatures can also use these castings of Sending to communicate with any of their shared children, and all applicable family members can share in the same communications simultaneously.

Either parent can choose to deny any of their children the ability to respond to these castings of Sending.

"Did you like the pun? They're my specialty, you could say they're a calling of mine."

A Good Reception
When you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed the saving throw, and only half damage if you fail.

In addition, if you possess the Evasion class feature, this effect applies to Constitution saving throws as well.

"If you have something to say, sometimes ya just gotta say it, even if it's not well received."

Dad Joke
You learn the Vicious Mockery cantrip, it uses your spell-save DC for its saving throws, and you can cast it as a bonus action on your turn.

In addition, when you cast Vicious Mockery, you can cast it against all creatures of your choice within 60 feet whilst telling a dad joke relevant to your current situation. When you cast it in this way, you cannot do so again until you complete a short rest.

"And now it's your turn. Godspeed, fellow father figure."

Languages & Proficiencies
Threz'Karek, Rising Hammer Of The Setting Sun
Pinnacle of S̷̍̚o̸̒́l̷̆̉í̵͘d̴͛̀ä̵́̏r̴̃ity
Aspect of Polaris
+3 Launching Warhammer/ Symbiotic Weapon: Love And Fellowship
Chosen by Leo Attunement, Empowered by One's Own Legacy
Rarity: Artifact
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[1d8 Bludgeoning, Versatile (1d10),Thrown (60/120), Martial Melee Weapon, 4,000lbs]
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Forged in The Heart of Suraya
Gain +4 to Wisdom and Dexterity to a Max of 30.
Leo's Fiery Inferno
If any of the granted attributes from this weapon cannot go past your ASI cap, you gain Expertise in Acrobatics, Athletics, and Dexterity Saves.


Symbiotic Weapon: Love Not Lost
This Hammer can use your Intelligence or Wisdom modifiers (your choice) for attack and damage rolls. In addition, it can be chosen by any class feature that would target a weapon, regardless of its type.

Whenever you use your Intelligence or Wisdom modifiers for damage rolls while attuned to this weapon, you additionally add your Dexterity modifier to the damage dealt.

"Power is not one's own, but instead held within the hearts we hold most precious and dear."

The Cavalry's Cascading Dusk
This weapon deals an additional 1d10 True Radiant, True Lightning, or True Thunder damage while wielding it in two hands, or 1d8 True Radiant, True Lightning, or True Thunder if wielded in one hand. This warhammer also weighs 2 lbs to the a creature that is attuned to it.

In addition, other creatures that are within 10 feet of you gain advantage on attack rolls against creatures you have hit since the start of your last turn. This effect is considered an aura.

*"The rest of them never seem to quite understand when they are outnumbered and outmatched."

Never Alone
You can use a free action to have the warhammer materialize in a flash of light to an empty hand of the wielder.

Alternatively, you can use a bonus action on your turn to teleport in a similar flash of light to hammers space, or an adjacent one if it is occupied.

"Always by your side, you will never fight without aid, dear ally."

We Stand Unto The Dawn
A a bonus action on your turn, you can cause the hammer to fly back to you. Each creature whose space the warhammer passes through must make a Dexterity saving throw. A creature you fails this save takes 1d8 Bludgeoning damage and Xd10 True Radiant, True Lightning, or True Thunder damage, where X is equal to your Intelligence, Wisdom, or Constitution modifier (your choice). A creature that succeeds on this saving throw takes half as much damage.

Creatures that are struck by the warhammer in this way are surrounded by its heavy and ferocious magic, having their movement reduced by half until the end of their next turn. If the creature moves 5 or more feet on their turn, they suffer 6d6+6 True Radiant, True Lightning, or True Thunder damage.

You can use this ability once, regaining its use after the completion of a long rest.

"They lack that strength of unity, watch them crumble under the weight of their lone insignificance."

Roar of Zodiac Star Leo - IGNITED
Whenever you roll a critical success or a total of 23 for an ability check, level check, saving throw, or clash, you can let loose a Solar Roar, gaining back all charges of class features and advantage on all rolls using a d20 until the end of your next turn. This roar dispels all hostile effects that are affecting you.

You can use this ability once, regaining its use after one month.

"I don't think they quite got the message, go on, let them hear you roar."

Fellowship of Fates
At the end of each long rest, choose a legacy to attune to and gain its benefits until the end of your next long rest.

Legacy Of The Archmage
You gain spellcasting, with your spell modifier and spell save DC using your Intelligence or Wisdom modifiers (your choice). You gain the below spell slots and learn the associated spells.

Cantrips (At Will): Chill Touch, Firebolt, Frostbite, Mind Sliver
1st Level (4 slots): Absorb Elements, Catapult, Feather Fall, Shield, Magic Missile
2nd Level (3 slots): Earthbind, Enlarge/Reduce, Hold Person, Misty Step
3rd Level (2 slots): Counterspell, Fireball, Haste

Legacy Of The Warrior
At the start of each of your turns, you gain a number of temporary hit points equal to your level plus your Intelligence or Wisdom modifiers (your choice).

Legacy Of The Assassin
You gain proficiency in Dexterity (Stealth) checks, or expertise if you are already proficient

You can use your bonus action to take the Hide action. Additionally, whenever you gain the benefits of the Dash or Disengage actions, you also gain the benefits of the Hide action, and when you hide, you are not automatically revealed by line of sight without obfuscation.

"Should all else fade to dust, your legacy will never be forgotten, as you will surely join the ranks of legends."

A Legacy of Love
You can use your action to slam this warhammer into the ground, rolling the damage of an attack from this warhammer (as though an automatic hit that cannot critically strike) against every other creature within 120 feet. Creatures of your choice that are struck by this ability instead regain hit points equal to the damage that would be dealt, if this would regain hit points above the creatures maximum, they gain temporary hit points equal to the excess for one minute. You can use this action once, regaining its use upon the completion of a long rest.

In addition, if you or another creature of your choice within 120 feet would be obliterated or forgotten, they instead die. This includes most effects that would be worse than death.

"Everyone always expects the power of love and fellowship to be rhetorical. Be sure to remind them that sometimes, love hurts."

Personality Traits
Friends with Hoppert, the Chaos Toad who i can ride around on.

Bonds
Subclass Features:
Arms of the Astral Self
At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, 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.
You can use the spectral arms to make unarmed strikes.
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self
When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Complete Astral Self
Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character.

While your astral self is summoned, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to AC while you aren’t incapacitated.
Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms.
Ki Consumption. When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).

At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Wings Unfurled
At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aspect of the Wyrm
At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

Dragon Pact Benefits:
Skill: Martial
+2 dex (14->16)
After a short or long rest, you gain additional ki points equal to your wisdom modifier + proficiency modifier.
Additionally, you gain the benefits of meditation. Your long rests are 4 hours long instead of 8 hours and you are alert during resting.
School of Flow
Studying under Zephyr your martial arts are swift like the wind, gentle as a breeze and strong like hurricanes.

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Fist of Flow
The damage/healing of your unarmed strikes and other features that use them are now double your current Martial Arts die (1d4-> 2d4, 1d6->2d6, etc). Additionally, your unarmed strikes are considered finesse weapons for the purposes of features or effects.

Flow of Healing
You gain a new attack option that you can use with the Attack action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You can spend 1 ki to heal up to proficiency modifier allies within 10ft of you. The amount of healing is equal to a martial arts die roll + wisdom modifier hp.

Flow of Respite
You gain a new attack option that you can use with the Attack action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You can spend 2 ki to remove 1 debuff from a creature and heal them for your wisdom modifier. This ability can be used once per turn.

Flow of Spite
You gain a new attack option that you can use with the Attack action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
You can spend 2ki to perform an unarmed attack that disrupts the creature hit, they need to make a Constitution save based on your Martial DC. You may apply one of the following conditions to the creature once hit: Blindness, Deafness, Mute. This condition lasts until the end of your next turn. This ability can be used once per turn.

Patient Flow
Whenever a creature misses you with an attack as a result of you using Patient Defense, you can retaliate with an unarmed strike as a reaction.
Tempest Flurry
The critical threshold of Flurry of Blows is 18-20. If you score a critical hit during Flurry of Blows, you can do an additional unarmed strike. The additional unarmed strikes gained from Tempest Flurry are not considered Flurry of Blow hits, so they do not allow you to get more unarmed strikes from them (Looking at you who want infinites). This ability may give you a max of 2 additional attacks.
Flow Step
When you use Step of the Wind, your jump height is increased to 20ft. Additionally, you can choose to stand on the air until the end of your next turn.
Dragon Vow
Forbidden Flow:
As an action, you enter a stance in which you attack 10 times. If 5 of these attacks hit, the creature becomes paralyzed until the end of your next turn. If 10 of these attacks hit, the creature explodes internally dealing additional 1d100+wisdom modifier+proficiency Necrotic Cold damage.

(Additional from Dragon Pact Session 0)
Proficency in Constitution Saving throws
Proficency in Athletics
When using Ki, Double any elemental damage dealt. (after it's rolled)
+4 to any Stat (This counts as a stat Cap increase): Wis (20->24)

Age 38

Notes


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