Way of the Sun Soul Mo… Far Traveler (Halruaa)
CLASS & LEVEL BACKGROUND PLAYER NAME
Tori
Swiftstride Chaotic Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
I have a strong code of honor or sense of
STRENGTH 18 3 30
propriety that others don't comprehend.
1 4 PROFICIENCY BONUS
12 PERSONALITY TRAITS
Hit Point Maximum 81
5 Strength
DEXTERITY 7 Dexterity I have much to learn from the kindly folk I
3 2 Constitution CURRENT HIT POINTS meet along my way.
1 Intelligence
17 5 Wisdom
IDEALS
2 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Though I had no choice, I lament having to
2 7 Acrobatics (Dex)
11 leave my loved ones behind. I hope to see
them again one day.
14 5 Animal Handling (…
BONDS
1 Arcana (Int)
INTELLIGENCE 5 Athletics (Str)
1
2 Deception (Cha) NAME ATK DAMAGE/TYPE I don't take kindly to some of the actions
and motivations of the people of this land,
1 History (Int) Bo +7 1d6+3 Bludg… because these folk are different from me.
13 9 Insight (Wis)
2 Kunai (dart) +7 1d4+3 Piercing
Intimidation (Cha) FLAWS
1 Investigation (Int)
WISDOM Unnarmed St… +7 1d8+3 Bludg…
5
5 Medicine (Wis)
1 Nature (Int) Radiant Sun … +7 1d8+3 Radiant Darkvision
9 Perception (Wis) Shifting
20 ATTACKS & SPELLCASTING
2 Performance (Cha) Unarmored Defense
2 Persuasion (Cha)
CHARISMA 5 Martial Arts
1 Religion (Int)
2
CP SP EP GP PP
Ki
3 Sleight of Hand (…
Unarmored Movement
3 Stealth (Dex) 1 Monk robes
14 1 Bo
Radiant Sun Bolt
5 Survival (Wis)
10 Kunai (dart) Deflect Missiles
SKILLS
1 Coin Pouch Slow Fall
1 Canteen Extra Attack
19 PASSIVE WISDOM (PERCEPTION)
1 Dice gaming set Searing Arc Strike
1 Explorer pack
Stunning Strike
TOOL: Dice set EQUIPMENT
Ki Empowered Strikes
LANGUAGE: Common, Monkey
Evasion
OTHER PROFICIENCIES & LANGUAGES
Stillness of Mind
Purity of Body
Searing Sun Burst
Fey Touched
All eyes on you
FEATURES & TRAITS
NAME ATK DAMAGE/TYPE Total: 11 Total:
CP SP EP GP PP
1 Small jewel
Total: Total:
ATTACKS & SPELLCASTING
Total: Total:
EQUIPMENT
WISDOM 17 9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
4 0 7 0
1 0
Hex
Burning Hands 5 0 8 0
2 0
9 0
Misty Step
FEATURES & TRAITS
Darkvision Ki Deflect Missiles
You can see in dim light within 60 feet of you Starting at 2nd level, your training allows you Starting at 3rd level, you can use your reaction
as if it were bright light, and in darkness as if it to harness the mystic energy of ki. Your to deflect or catch the missile when you are hit
were dim light. You discern colors in that access to this energy is represented by a by a ranged weapon attack. When you do so,
darkness only as shades of gray. number of ki points. Your monk level the damage you take from the attack is
determines the number of points you have, as reduced by 1d10 + your Dexterity modifier +
Shifting shown in the Ki Points column of the Monk your monk level. If you reduce the damage to
As a bonus action, you can assume a more table. You can spend these points to fuel 0, you can catch the missile if it is small
bestial appearance. This transformation lasts various ki features. You start knowing three enough for you to hold in one hand and you
for 1 minute, until you die, or until you revert to such features: Flurry of Blows, Patient have at least one hand free. If you catch a
your normal appearance as a bonus action. Defense, and Step of the Wind. You learn missile in this way, you can spend 1 ki point to
When you shift, you gain temporary hit points more ki features as you gain levels in this make a ranged attack with a range of 20/60
equal to 2 x your proficiency bonus. You can class. When you spend a ki point, it is using the weapon or piece of ammunition you
shift a number of times equal to your unavailable until you finish a short or long rest, just caught, as part of the same reaction. You
proficiency bonus, and you regain all at the end of which you draw all of your make this attack with proficiency, regardless of
expended uses when you finish a long rest. expended ki back into yourself. You must your weapon proficiencies, and the missile
Swiftstride. While shifted, your walking speed spend at least 30 minutes of the rest counts as a monk weapon for the attack.
increases by 10 feet. Additionally, you can meditating to regain your ki points. Some of
move up to 10 feet as a reaction when a your ki features require your target to make a Slow Fall
creature ends its turn within 5 feet of you. This saving throw to resist the feature's effects. The Beginning at 4th level, you can use your
reactive movement doesn’t provoke saving throw DC is calculated as follows: Ki reaction when you fall to reduce any falling
opportunity attacks. save DC = 8 + your proficiency bonus + your damage you take by an amount equal to five
Wisdom modifier Flurry of Blows. Immediately times your monk level.
Unarmored Defense after you take the Attack action on your turn,
Beginning at 1st level, while you are wearing you can spend 1 ki point to make two unarmed Extra Attack
no armor and not wielding a shield, your AC strikes as a bonus action. Patient Defense. Beginning at 5th level, you can attack twice,
equals 10 + your Dexterity modifier + your You can spend 1 ki point to take the Dodge instead of once, whenever you take the Attack
Wisdom modifier. action as a bonus action on your turn. Step of action on your turn.
the Wind. You can spend 1 ki point to take the
Martial Arts Disengage or Dash action as a bonus action Searing Arc Strike
At 1st level, your practice of martial arts gives on your turn, and your jump distance is At 6th level, you gain the ability to channel
you mastery of combat styles that use doubled for the turn. your ki into searing waves of energy.
unarmed strikes and monk weapons, which Immediately after you take the Attack action on
are shortswords and any simple melee Unarmored Movement your turn, you can spend 2 ki points to cast the
weapons that don't have the two-handed or Starting at 2nd level, your speed increases by Burning Hands spell as a bonus action. You
heavy property. You gain the following benefits 10 feet while you are not wearing armor or can spend additional ki points to cast Burning
while you are unarmed or wielding only monk wielding a shield. This bonus increases when Hands as a higher level spell. Each additional
weapons and you aren't wearing armor or you reach certain monk levels, as shown in the ki point you spend increases the spell's level
wielding a shield: You can use Dexterity Monk table. At 9th level, you gain the ability to by 1. The maximum number of ki points (2 plus
instead of Strength for the attack and damage move along vertical surfaces and across any additional points) that you can spend on
rolls of your unarmed strikes and monk liquids on your turn without falling during the the spell equals half your monk level.
weapons. You can roll a d4 in place of the move.
normal damage of your unarmed strike or Stunning Strike
monk weapon. This die changes as you gain Radiant Sun Bolt Starting at 5th level, you can interfere with the
monk levels, as shown in the Martial Arts Starting when you choose this tradition at 3rd flow of ki in an opponent's body. When you hit
column of the Monk table. When you use the level, you can hurl searing bolts of magical another creature with a melee weapon attack,
Attack action with an unarmed strike or a monk radiance. You gain a new attack option that you can spend 1 ki point to attempt a stunning
weapon on your turn, you can make one you can use with the Attack action. This strike. The target must succeed on a
unarmed strike as a bonus action. For special attack is a ranged spell attack with a Constitution saving throw or be stunned until
example, if you take the Attack action and range of 30 feet. You are proficient with it, and the end of your next turn.
attack with a quarterstaff, you can also make you add your Dexterity modifier to its attack
an unarmed strike as a bonus action, and damage rolls. Its damage is radiant, and Ki Empowered Strikes
assuming you haven't already taken a bonus its damage die is a d4. This die changes as Starting at 6th level, your unarmed strikes
action this turn. Certain monasteries use you gain monk levels, as shown in the Martial count as magical for the purpose of
specialized forms of the monk weapons. For Arts column of the Monk table. When you take overcoming resistance and immunity to
example, you might use a club that is two the Attack action on your turn and use this nonmagical attacks and damage.
lengths of wood connected by a short chain special attack as part of it, you can spend 1 ki
(called a nunchaku) or a sickle with a shorter, point to make the special attack twice as a Evasion
straighter blade (called a kama). Whatever bonus action. When you gain the Extra Attack At 7th level, your instinctive agility lets you
name you use for a monk weapon, you can feature, this special attack can be used for any dodge out of the way of certain area effects,
use the game statistics provided for the of the attacks you make as part of the Attack such as a blue dragon's lightning breath or a
weapon on the Weapons page. Ki action. 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 All eyes on you
Starting at 7th level, you can use your action to Fey Touched Your accent, mannerisms, figures of speech,
end one effect on yourself that is causing you Your exposure to the Feywild's magic has and perhaps even your appearance all mark
to be charmed or frightened. changed you, granting you the following you as foreign. Curious glances are directed
benefits: Increase your Intelligence, Wisdom, your way wherever you go, which can be a
Purity of Body or Charisma score by 1, to a maximum of 20. nuisance, but you also gain the friendly
At 10th level, your mastery of the ki flowing You learn the Misty Step spell and one 1st- interest of scholars and others intrigued by far-
through you makes you immune to disease level spell of your choice. The 1st-level spell off lands, to say nothing of everyday folk who
and poison. must be from the Divination or Enchantment are eager to hear stories of your homeland.
school of magic. You can cast each of these You can parley this attention into access to
Searing Sun Burst spells without expending a spell slot. Once you people and places you might not otherwise
At 11th level, you gain the ability to create an cast either of these spells in this way, you can't have, for you and your traveling companions.
orb of light that erupts into a devastating cast that spell in this way again until you finish Noble lords, scholars, and merchant princes,
explosion. As an action, you magically create a long rest. You can also cast these spells to name a few, might be interested in hearing
an orb and hurl it at a point you choose within using spell slots you have of the appropriate about your distant homeland and people.
150 feet, where it erupts into a sphere of level. The spells' spellcasting ability is the
radiant light for a brief but deadly instant. Each ability increased by this feat.
creature in that 20-foot-radius sphere must
succeed on a Constitution saving throw or take
2d6 radiant damage. A creature doesn't need
to make the save if the creature is behind total
cover that is opaque. You can increase the
sphere's damage by spending ki points. Each
point you spend, up to a maximum of 3,
increases the damage by 2d6.
SPELLS
Hex Misty Step
Enchantment 1 Burning Hands Conjuration 2
Casting Time: Bonus Action Evocation 1 Casting Time: Bonus Action
Range: 90 ft Casting Time: Immediately after Attack Range: 30 ft
Target: Visible creature in range Range: Self (15ft cone) Target: Visible Unoccupied Space
Components: Target: Creatures inside the cone Components:
Duration: Concentration1 Hour Components: Duration: Instantaneous
Description: Duration: Instantaneous Description:
You place a curse on a creature that you can Description: Briefly surrounded by silvery mist, you teleport
see within range. Until the spell ends, you deal As you hold your hands with thumbs touching up to 30 feet to an unoccupied space that you
an extra 1d6 necrotic damage to the target and fingers spread, a thin sheet of flames can see.
whenever you hit it with an attack. Also, shoots forth from your outstretched fingertips.
choose one ability when you cast the spell. Each creature in a 15-foot cone must make a
The target has disadvantage on ability checks Dexterity saving throw. A creature takes 3d6
made with the chosen ability. If the target fire damage on a failed save, or half as much
drops to 0 hit points before this spell ends, you damage on a successful one. The fire ignites
can use a bonus action on a subsequent turn any flammable objects in the area that aren't
of yours to curse a new creature. being worn or carried.
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 3rd or 4th level, you can using a spell slot of 2nd level or higher, the
maintain your concentration on the spell for up damage increases by 1d6 for each slot level
to 8 hours. When you use a spell slot of 5th above 1st.
level or higher, you can maintain your
concentration on the spell for up to 24 hours.