Sozon's Mechanics & Stats D&D 5th


Feats

Background: -
LV4: -
Lv6: (Fighter)
LV8: -
LV10: (Rouge)
LV12: -
LV16: -
Lv19: (Epic Boon)

Invocations/ Infusions

Feat: -
LV0 : -
LV0 : -
LV0 : -
LV0 : -
LV0 : -

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 0ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expenses/Income

GpD = Gold per Day

Location Item Stats
Head -
Amulet -
Cloak -
Clothes -
Armour -
Arms/Hands -
Ring/s -
Belt -
Boots -
Weapon -
Shield/Ammo/Offhand -
Sub-Weapon -
Quick Access -
Quick Access -
Quick Access -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
-
-
-
-
-
-
-
-
-
-

Special Items

Name Detail
-
-
-
-
-
-
-
-
-
-

Misc / Junk Items

Item Detail
-
-
-
-
-
-
-
-
-
-

Species Name:
description

Physical Appearance

  • Ability Score:
    Your Dexterity score increases by 1 & Wisdom score increases by 2
  • Lifespan:
    Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
  • Alignment:
    Most merfolk are neutral, living in close harmony with nature.
  • Size:
    Merfolk are significantly taller than most humans, from head to tail between seven (7) and ten (10) feet tall and averaging about 300 pounds. Your size is Medium.
  • Speed:
    Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
  • Languages:
    You can speak, read, and write Common, Primordial and one additional language of your choice
  • Limited Amphibiousness:
    You can breathe air and water, but you need to be submerged at least once every 8 hours to avoid suffocating.
  • Lore of the Waters:
    You gain proficiency in History and Nature.
  • Innate Spellcasting:
    You know the Acid Splash cantrip & one cantrip of your choice from the Druid spell list.
    • Starting at 3rd level, you can cast the Create or Destroy Water spell with this trait a number of times equal to your proficiency bonus, regaining all uses on a Long Rest.
      Wisdom is your spellcasting ability for these spells.
  • Species Trait 4
  • Species Trait 5

Text

Text

Lore introduction.
Hit dice: D8
Saving Throw Proficiencies: Strength, Dexterity
Skill Proficiencies: (Choose 2) Acrobatics, Athletics, History, Insight, Religion, or Stealth TEXT
Equipment Proficiencies: Choose one type of Artisan's Tools or Musical Instrument Simple weapons & Martial weapons that have the Light property
Starting equipment: 50 Gold

Background: Feature & Details

Short Description of Background

Origin Feat: Telekinetic


Source: Tasha's Cauldron of Everything

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Ability Score Improvements (D&D 2024 Background)

  • +2 STAT
  • +1 STAT

Skill Proficiencies

  • Skill
  • Skill

Languages And/Or Tools

  • Language
  • Tool (Tinker's Tools)

Equipment (If Any)

  • 50 Gold


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Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light 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.

  • Bonus Unarmed Strike: You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die Monk Level
D6 Lv 1
D8 Lv 5
D10 Lv 11
D12 Lv 17

Martial Arts Die:
You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks:
You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons.
In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Unarmoured Defence
While you aren’t wearing armour or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers


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Monk’s Focus
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points.
You have a number of Focus Points equal to your Monk level.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defence, and Step of the Wind, each of which is detailed below.

  • Flurry of Blows: You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
  • Patient Defence: You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
  • Step of the Wind: You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

The save DC for your focus point abilities equals (8 + your Wisdom modifier + Proficiency Bonus).
You regain all spent Focus points on completion of a Short or Long Rest.

Bonus Movement Monk Level
+10ft Lv 2
+15ft Lv 6
+20ft Lv 10
+25ft Lv 14
+30ft Lv 18

Unarmoured Movement
Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Uncanny Metabolism
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.


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Deflect Attacks
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Elemental Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

  • Reach: When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
  • Elemental Strikes: Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.

Manipulate Elements: Water Whip
You can spend 2 Focus Points as an Action to create a whip of water that shoves and pulls a creature to unbalance it.
A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional Focus Point you spend, and you can either knock it prone or pull it up to 25 feet closer to you.
On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.


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Lore introduction.

As a CLASS, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • Armor: -
  • Weapons: -
  • Skills: -

Text


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Type of Spell List you can access

Spell Slot Recovery

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell


1)
Standard eye sight
  • character/sozon/stats.txt
  • Last modified: 2 months ago
  • by Cinder