Ek-Ja (the Even Handed) | ||
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Class: Monk |
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Alignment: True Neutral | Speed: 50 feet | |
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AC: 22 | |
Resistances: Adv vs Charm, Imm vs sleep | ||
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Initiative: +5,
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Other Info | |||
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Lineage: Drow |
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AppearanceLooks: Hooded, skinny, athletic build. An elf of ill aspect, with wolf-like yellow eyes. | Temperament: Ek-Ja Chainic is quiet, oppressive, and imposing. Always judging, weighing, deciding. | Flaws: In the grand calculus of the multiverse, their sacrifice means infinitely more than their lives. | |
Traits: Avoids unnecessary attachments. Is always prepared to make the hard choices. |
Ideals: Everything in this world dies eventually, so use well what time you have left. Always remember that emotion is weakness. | Bonds: Secretly serve the best interests of Arawn. | |
Languages: Common, Undercommon, Elven, Drow Sign Language |
Proficiencies: Simple Weapons, Light Martial Weapons, Herbalism Kit, |
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Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn. Spells [Dancing Light, Guidance, Spare the Dying, Darkness |
Gear |
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Attuned: Wolf of Arawn, Ring of Arawn, Blackstar Amulet |
Gear: Dimensional Satchel |
Lineage | ||
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Elf [Drow]
Darkvision. You have Darkvision with a range of 120 feet. Fey Ancestry. You have Advantage on saving throws vs Charmed. Keen Senses. You have proficiency with Perception. Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation. Elven Lineage: Drow. You know the Dancing Light cantrip. Starting at 3rd level, you always have the Faerie Fire spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Darkness spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage). |
Background |
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Wayfinder: +2 Wisdom, +1 Dexterity, Stealth, Sleight of Hand, Magic Initiate [Druid]. |
Feats |
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Magic Initiate (Druid): You learn two Druid cantrips and one level 1 Druid spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest. |
Skill Expert: +1 Wisdom. You have proficiency with Survival, and Expertise with Perception. |
Grappler: +1 Dexterity. Once per your turn, when you hit a creature with an Unarmed Strike as part of the Attack action you can both Damage and Grapple. You have Advantage on attack rolls vs creatures that are Grappled by you. Your Speed isn't halved when you move a creature Grappled by you if the creature is your size or smaller. |
Charger: +1 Dexterity. When you take the Dash action, your Speed increases by 10 feet for that action. Once per turn, if you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, you can either gain 1d8 bonus damage of the same type as the attack, or push the target up to 10 feet away if it is no more than one size larger than you. |
Class: Monk (Warrior of Mercy) |
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Class Features: Martial Arts (1d10), Unarmored Defense: 20 AC, Monk's Focus ( |
Level 10: Heightened Focus:
You have a pool of Focus points that powers some of your features, including the following 3 feature options. Saving throws against your Focus based features are made vs DC 8 + your Wisdom modifier + your Proficiency Bonus.
* Flurry of Blows. Spend 1 Focus Point to make three Unarmed Strikes as a Bonus Action. * Patient Defense. You can take the Disengage action as a Bonus Action, and can spend 1 Focus Point to also take the Dodge action and gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die all at the same time. * Step of the Wind. You can take the Dash action as a Bonus Action, and can spend 1 Focus Point to move a willing Large or smaller creature within 5 feet with you (they do not provoke Opportunity Attacks) and also double your jump distance and take the Disengage action all at the same time. |
Subclass Features |
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Level 6: Physician's Touch:
Your Hand of Harm and Hand of Healing are improved.
* Hand of Harm. When you use Hand of Harm on a creature, you can give them the Poisoned condition until the end of your next turn. * Hand of Healing. When you use Hand of Healing on a creature, you can end one of the following conditions on that creature: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. |
You can use these benefits a total number of times equal to your Wisdom modifier (min 1). You regain all expended uses when you finish a Long Rest. |
Armor and Attacks |
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Armor: Unarmored Defense: 22 AC |
Attacks: Martial Arts Unarmed, 5-feet, +9 to hit, 1d10+5 Bludgeoning or Force damage |