Toldi
To DOs!!!
Congratulation - You are all set for now :)
Overview
Core Stats
| Stat | Value |
|---|---|
| Hit Points | 10 |
| Hit Die | d8 |
| Armor Class (AC) | 17 |
| Proficiency Bonus | 2 |
| Initiative | +3 |
| Speed | 30 ft. |
| Passive Perception | 14 |
Ability Scores
| Ability | Score | Modifier |
|---|---|---|
| Strength | 13 | +1 |
| Dexterity | 16 | +3 |
| Constitution | 14 | +2 |
| Intelligence | 8 | -1 |
| Wisdom | 18 | +4 |
| Charisma | 12 | +1 |
Skills
| Ability | Skill | Proficient | Modifier |
|---|---|---|---|
| DEX | Acrobatics | [ X ] | +5 |
| WIS | Animal Handling | [ ] | +4 |
| INT | Arcana | [ ] | -1 |
| STR | Athletics | [ X ] | +3 |
| CHA | Deception | [ ] | +1 |
| INT | History | [ ] | -1 |
| WIS | Insight | [ X ] | +6 |
| CHA | Intimidation | [ ] | +1 |
| INT | Investigation | [ ] | -1 |
| WIS | Medicine | [ ] | +4 |
| INT | Nature | [ ] | -1 |
| WIS | Perception | [ ] | +4 |
| CHA | Performance | [ ] | +1 |
| CHA | Persuasion | [ ] | +1 |
| INT | Religion | [ ] | -1 |
| DEX | Sleight of Hand | [ ] | +3 |
| DEX | Stealth | [ X ] | +5 |
| WIS | Survival | [ ] | +4 |
Saving Throws
| Ability | Proficient | Modifier |
|---|---|---|
| Strength | [ X ] | +3 |
| Dexterity | [ X ] | +5 |
| Constitution | [ ] | +2 |
| Intelligence | [ ] | -1 |
| Wisdom | [ ] | +4 |
| Charisma | [ ] | +1 |
Proficencies & Training
- Armor: None
- Weapons: Hand-Crossbow, Scimitar, Shortsword, Simple Weapons
- Tools: A musical instrument, Thieve's Tools
- Languages: Common, Draconic, Selected language
Species Abilities
- You have Resistance to the damage type determined by your Draconic Ancestry trait.
- You have Darkvision with a range of 60 feet.
- When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition.
- During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon.
- Once you use this trait, you can’t use it again until you finish a Long Rest.
- When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).
- Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait (Acid). On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
- You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Class Abilities
Level 1
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. 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.
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 2
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
- Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
- Patient Defense. 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.
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.
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.
Feats
- Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
- Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
- Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Attacks & Weapons
| Weapon | Attack Bonus / DC | Damage | Range | Note |
|---|---|---|---|---|
| Unarmed Strike | +5 | 1d6 + Dex (Bludgeoning) | 5 ft (Melee) | |
| Breath Weapon | 8 + Con + Prof | 1d10 (Acid) | 15 ft Cone or 30 ft Line | |
| Dagger | +5 | 1d6 + Dex (Piercing) | Thrown(20/60); Simple |
Equipment
Worn / Equipped
- 5 Dagger
- Traveler's Clothes
Inventory
- Thieve's Tool