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Oberin Rainbrook

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

STR
8
-1
DEX
17
+3
CON
13
+1
INT
11
+0
WIS
15
+2
CHA
11
+0
21
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
45
Speed (walk/run/fly)
14
Passive Perception
3 / 3
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+0 Deception CHA
+0 History INT
+2 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff -1 STR 1d6-1 Bludgeoning
 Versatile
Dart +3 DEX 1d4+3 Piercing
 Finesse, Thrown
Attacks
Quarterstaff, Dart, Backpack, Blanket, Clothes Common, Herbalism Kit, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Common, Elvish, Primordial

Languages & Proficiencies

  • I am utterly serene, even in the face of disaster.

  • The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.



Personality Traits
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)

Ideals
Nothing is more important than the other members of my hermitage, order, or association.

Bonds
I'm a person who's one tracked minded. I value to find anything about my past and my family above all else.

Flaws
At the age of 12, his family went traveling in the woods, they were enjoying their time together until they were chased and hunted down by a pack of hobgoblins. In the midst of the commotion, he lost his arm as a little boy after the hobgoblins chopped them off in order to break his spirits. Oberin was saved by a traveling monk on his mission to train in the ways of the nature element. He was lost and scared as a little boy. It was then his savior - turned master took him under his wings to train after he fought tooth and nails to be stronger. It was then he wov to learn how to use his fist to be stronger and protect the people that he cares about. From the traumatic experience he forgotten that he once had a family, and now, this wood elf turned monk prodigy in the way of the fist with his master by his side.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Quarterstaff

Weapon

Varies

Bludgeon, Two-Handed, Double Ended (d6)

A simple staff is a useful double ended bludgeoning weapon, whether shod and weighted like the English quarterstaff, or simply made of strong wood. A master learns to strike with both ends as fast as a lesser trained combatant can with one end and gains increased defense from utilizing both ends of the weapon for blocking.

Type Damage Damage Range
Simple Melee 1d8 Bludgeoning 5ft


DnD 5e PHB

Dart

Weapon

Common

Finesse, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Ranged 1d4 Piercing 20/60 ft

Cost: 5cp
Weight: 0.25 lb

The statblocks of your class features

Dungeons & Dragons 5e Player's Handbook, Tasha's Cauldron of Everything

Monk (Way of Shadow)

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Multiclassing Prerequisites: Dexterity 13 and Wisdom 13
hit dice: 1d8 per monk level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons, shortswords
tools: Choose one type of artisan’s tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • 10 darts


spellcasting:

class features:


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 in the Weapons section.

Ki


Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

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


Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon (Optional Feature)

  2nd-level monk feature 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.

Shadow Arts

  Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

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 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, which has a normal range of 20 feet and a long range of 60 feet.

Ki-Fueled Attack (Optional Feature)

  3rd-level monk feature 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.

Ability Score Improvement

  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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 Feature)

  4th-level monk feature 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 Feature)

  5th-level monk feature 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.

Shadow Step

  At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

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.

Unarmored Movement

  At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

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.

Unarmored Movement Improvement

  At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

Purity of Body

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

Unarmored Movement

  At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

Cloak of Shadows

  By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

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.

Diamond Soul

  Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Unarmored Movement

  At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

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.

Opportunist

  At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

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.

Unarmored Movement

  At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

Perfect Self

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

subclass options:
LevelProficiency BonusMartial Arts DieKi PointsUnarmored MovementFeatures
1st+21d4--Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Movement, Dedicated Weapon (Optional)
3rd+21d43+10 ft.Shadow Arts, Deflect Missiles, Ki-Fueled Attack (Optional)
4th+21d44+10 ft.Ability Score Improvement, Slow Fall, Quickened Healing (Optional)
5th+31d65+10 ft.Extra Attack, Stunning Strike, Focused Aim (Optional)
6th+31d66+15 ft.Ki-Empowered Strikes, Shadow Step
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement Improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Cloak of Shadows
12th+41d812+20 ft.Ability Score Improvement
13th+51d813+20 ft.Tongue of the Sun and Moon
14th+51d814+25 ft.Diamond Soul
15th+51d815+25 ft.Timeless Body
16th+51d816+25 ft.Ability Score Improvement
17th+61d1017+25 ft.Opportunist
18th+61d1018+30 ft.Empty Body
19th+61d1019+30 ft.Ability Score Improvement
20th+61d1020+30 ft.Perfect Self

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wood Elf

ability score increase: Your Wisdom score increases by 1.
age:
Size: Medium
speed: 35
Languages:
parent race: Elf
race features:

Elf Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow

Mask of the Wild

You can become one with nature you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena getting a +5 to the roll.

Wood elves were easily identifiable by their coppery skin and green, brown, or hazel eyes. Wood elven hair was usually black or brown, although hues such as blond or copper red were also found. Wood elves tended to dress in simple clothes, similar to those of the moon elves but with fewer bold colors and a greater number of earth tones that blended into their natural surroundings. Accustomed to a harsh, naturalistic lifestyle, wood elves loved to wear leather armor, even when they were not under immediate threat. Wood elves were roughly identical to other elves in height and build, with males larger than females.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: SM
Materials: a bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

PHB

Darkness

2-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet (15-foot-radius sphere)
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, Up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Available for: Sorcerer, Warlock, Wizard, Monk (Way of Shadow)

PHB

Darkvision

2-level Transmutation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: Either a pinch of carrot or an agate
Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard, Monk (Way of Shadow)

PHB p264

Pass Without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Available for: Druid, Ranger

PHB

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 120 feet (20-foot-radius sphere)
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Available for: Bard, Cleric, Ranger, Druid (Circle of the Land), Monk (Way of Shadow), Warlock (The Undying, The Fathomless)

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