Table of Contents

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

CHARACTER'S Inventory

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

Equipment

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 -

Consumables

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
-
-
-
-
-
-
-
-
-
-

Sozon's Species, Merfolk

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

Species Feats

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Sozon's Class, Monk of the Elements

Monk Introduction

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)

Skill Proficiencies

Languages And/Or Tools

Equipment (If Any)


Monk Levels

1st Level Monk, Leaden Crown


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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

2nd Level Monk, Leaden Crown


[1]

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.

3rd Level Monk, Leaden Crown


[?]

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.

Subtle Hand
Starting at 3rd level, your martial arts are enhanced by a capacity for telekinetic strikes. On your turn your reach is 10 feet when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals force damage instead.

Psionic Prowess
Also at 3rd level, your psychic powers have manifested in the ability to cast certain spells. You gain the Mage-Hand cantrip if you don’t already know it. When you cast the spell, the spectral hand is invisible.
In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast Detect-Evil&Good or Protection-from-Evil&Good. You can also use an action and spend 2 ki points to cast Hold-Person, Levitate, or Shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

4th Level Monk, Leaden Crown


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5th Level Monk, Leaden Crown


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6th Level Monk, Leaden Crown


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Un-Subtle strike
At 6th level,
when you hit a creature with an unarmed strike or monk weapon, you can force it to make a Strength saving throw against your ki save DC. On a failure, you can choose to push or pull the creature 10 feet. Once you use this feature, you can’t use it again until the start of your next turn.

7th Level Monk, Leaden Crown


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8th Level Monk, Leaden Crown


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9th Level Monk, Leaden Crown


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10th Level Monk, Leaden Crown


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11th Level Monk, Leaden Crown


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Psychic Crush
Starting at 11th level,
each time you hit a creature with an unarmed strike it gains a pressure point. A creature loses all pressure points if you give a different creature a pressure point or 1 minute after the last time it gained a pressure point. As a bonus action on your turn, you can spend 1 ki point to telekinetically crush a creature with 1 or more of your pressure points.
When you do, the creature must make a Strength saving throw against your ki save DC. On a failure, the creature takes 1d8 force damage per pressure point they have and they are restrained until the end of your next turn. On a success, they take half as much damage and aren’t restrained. Either way, the creature then loses all pressure points.

12th Level Monk, Leaden Crown


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13th Level Monk, Leaden Crown


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14th Level Monk, Leaden Crown


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15th Level Monk, Leaden Crown


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16th Level Monk, Leaden Crown


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17th Level Monk, Leaden Crown


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Psionic Mastery
At 17th level,
you have mastered the psionic disciplines necessary to defend mortals from outsiders. As an action, you can spend 5 ki points to cast Dispel-Evil&Good, Hold-Monster, Telekinesis, or Wall-of-Force. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.

18th Level Monk, Leaden Crown


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19th Level Monk, Leaden Crown


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20th Level Monk, Leaden Crown


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Multi-Class Introduction

Lore introduction.

As a CLASS, you gain the following class features.

Hit Points

Proficiencies

MULTI-CLASS Levels

LEFT COLUMN Level MULTI-CLASS


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RIGHT COLUMN Level MULTI-CLASS


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Spellcasting Rules & Details

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

Spell List

Cantrip Level 1 Level 2 Level 3 Level 4
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Level 5 Level 6 Level 7 Level 8 Level 9
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Bold = Prepared Spell

1)
Standard eye sight