Jun Jen Wild Elf Guild Assassin
====== Class Overview ======
^Lvl ^Class ^Prof ^Class Features ^
^1 |Paladin 1 |+2 |Divine Sense((**Divine Sense:** \\
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.You can use this feature a number of times equal to1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
)), Lay on Hands((**Lay on Hands:** \\
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. \\ Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. \\ This feature has no effect on undead and constructs.
)) |
^2 |Paladin 2 |+2 |Fighting Style((**Fighting Style:** \\
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. \\ \\ **Dueling:** \\ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
)), Spellcasting((**Spellcasting:** (Abbreviated, see book for details.) \\ \\
**Regaining Spells:** \\ You regain all expended spell slots when you finish a **long rest**. \\ \\ **Preparing Spells:** \\ You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). \\ \\ **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier \\ **Spell attack modifier** = your proficiency bonus + your Charisma modifier \\ \\ **Spellcasting Focus:** \\ You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.|
)), Divine Smite((**Divine Smite:** \\
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
)) |
^3 |Rogue 1 |+2 |Expertise((**Expertise:** \\
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. \\ At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
)), Sneak Attack((**Sneak Attack:** \\
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. \\ You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. \\ The amount of the extra damage increases as you gain levels in this class, as show n in the Sneak Attack column of the Rogue table.
)), Thieves’ Cant((**Thieves’ Cant:** \\
During your rogue training you learned thieves’ cant, a secret m ix of dialect, jargon, and code that allows you to hide m messages in seemingly norm al conversation. Only another creature that knows thieves’ cant understands such m messages. It takes four times longer to convey such a m message than it does to speak the same idea plainly.In addition, you understand a set of secret signs and symbols used to convey short, simple m messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy m arks or will provide a safe house for thieves on the run.
)) |
^4 |Monk 1 |+2 |Unarmored Defense((**Unarmored Defense:** \\
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier
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)), Martial Arts((**Martial Arts:** \\
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy 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:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarm ed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.
)) |
^5 |Monk 2 |+3 |Ki((**Ki:** \\
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as show n in the Ki Points column of the Monk table.You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn m ore ki features as you gain levels in this class. \\
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \\
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: \\
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
\\
\\
**Flurry of Blows:** \\
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarm ed strikes as a bonus action.
\\
**Patient Defense:** \\
You can spend 1 ki point to take the D odge action as a bonus action on your turn.
\\
**Step of the Wind:** \\
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
)), Unarmored Movement((**Unarmored Movement:** \\
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \\
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
)) |
^6 |Monk 3 |+3 |Monastic Tradition((**Monastic Tradition:** \\
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \\
\\
**Way of the Shadow: Shadow Arts:** \\
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material com ponents. Additionally, you gain the minor illusion cantrip if you don’t already know it.
)), Deflect Missiles((**Deflect Missiles:** \\
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level. \\
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
)) |
^7 |Monk 4 |+3 |Ability Score Improvement((**Ability Score Improvement:** \\
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
)), Slow Fall((**Slow Fall:** \\
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
)) |
^8 |Monk 5 |+3 |Extra Attack((**Extra Attack:** \\
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
)), Stunning Strike((**Stunning Strike:** \\
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
)) |
^9 |Monk 6 |+4 |Ki-Empowered Strikes((**Ki-Empowered Strikes:** \\
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
)), Monastic Tradition feature((**Monastic Tradition feature:** \\
**Way of the Shadow: Shadow Step:** \\ At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
)) |
====== Attributes ======
^ ^Total ^Mod ^Changes | ^Save ^
^STR |12 |+1 | | | |
^DEX |18 |+4 |+2 Race, +1 LVL | | |
^CON |14 |+2 |+1 LVL | | |
^INT | 8 |-1 | | | |
^WIS |16 |+3 |+1 Race | |Prof |
^CHA | 8 |-1 | | |Prof |
====== Combat Stats ======
^ Melee Attack ^
|**ATK:** +8 \\ +4 (Prof) \\ +4 (DEX) \\ \\ **DMG:** 1d6+6 \\ 1d6 (Monk) \\ +4 (DEX) \\ +2 (WTrain) |
^ Defense ^
|**AC:** 17 \\ 10 (Base) \\ +4 (DEX) \\ +3 (WIS) \\ \\ **HP:** 69 \\ 16 (Paladin) \\ 5 (Rogue) \\ 30 (Monk) \\ 18 (CON) \\ |
====== Skills ======
^Skill ^Total ^Attr ^Proficiency ^
|**Acrobatics** ^ +12 |+4 (DEX) |+4 (Rogue), +4 (Expertise) |
|**Animal Handling** ^ -1 |-1 (CHA) | |
|**Arcana** ^ -1 |-1 (INT) | |
|**Athletics** ^ +5 |+1 (STR) |+4 (Paladin) |
|**Deception** ^ -1 |-1 (CHA) | |
|**History** ^ -1 |-1 (INT) | |
|**Insight** ^ +7 |+3 (WIS) |+4 (Paladin) |
|**Intimidation** ^ -1 |-1 (CHA) | |
|**Investigation** ^ -1 |-1 (INT) | |
|**Medicine** ^ +3 |+3 (WIS) | |
|**Nature** ^ -1 |-1 (INT) | |
|**Perception** ^ +7 |+3 (WIS) |+4 (Elf) |
|**Performance** ^ -1 |-1 (CHA) | |
|**Persuasion** ^ -1 |-1 (CHA) | |
|**Religion** ^ +7 |+3 (WIS) |+4 (Guild Assassin) |
|**Sleight of Hand** ^ +4 |+4 (DEX) | |
|**Stealth** ^ +12 |+4 (DEX) |+4 (Guild Assassin), +4 (Expertise) |
|**Survival** ^ +3 |+3 (WIS) | |
====== Equipment ======
A set of dark common clothes including a hood \\
A holy symbol made of iron \\
A small glass orb with ink and water in it. Makes shadows when shaken \\
and a belt pouch containing 10 gp. \\
====== Spells ======
^ Monk Spells ^^
|Ki Points: |6 / Short Rest |
^Save DC: 15 ^^
|Minor Illusion: |Cantrip |
|Flurry of blows: |1 Ki Point |
|Patient Defense: |1 Ki Point |
|Step of the WInd: |1 Ki Point |
|Stunning Strike: |1 Ki Point |
|Darkness: |2 Ki Points |
|Darkvision: |2 Ki Points |
|Pass without trace: |2 Ki Points |
|Silence: |2 Ki Points |
^ Paladin Spells ^^
|Spell Slots |2 1st level / Long Rest |
^Save DC: 11 ^^
|Divine Favor (c)(d:1m) \\ You deal 1d4 extra radiant damage on your attacks. ||
|Shield of Faith (c)(d:1m) \\ Subject gets +2 AC. ||
**Skill Proficiencies:** Religion, Stealth. \\
**Tool Proficiencies:** Disguise kit, Thieves kit. \\
**Equipment:** A set of dark common clothes including a hood, A holy symbol, A small glass orb with ink and water in it. Makes shadows when shaken, and a belt pouch containing 10 gp. \\
\\
**Feature: Reputation of the Guild:** \\
No matter where you go, people are afraid of you due to \\
your reputation. When you are in a civilized settlement, you \\
can get away with minor criminal offenses, such as refusing \\
to pay for food at a tavern or breaking down doors at a local \\
shop, since most people will not report your activity to the \\
authorities. \\
====== Notes ======
Jun Jen Wild Elf Assassin
Lvl Class HP Prof Class Features
1 Paladin 1 10 +2 Divine Sense, Lay on Hands
2 Paladin 2 6 +2 Fighting Style, Spellcasting, Divine Smite
3 Rogue 1 5 +2 Expertise, Sneak Attack, Thieves’ Cant
4 Monk 1 +2 Unarmored Defense, Martial Arts
5 Monk 2 +3 Ki, Unarmored Movement
3 Monk 3 +2 Monastic Tradition, Deflect Missiles
6 Monk 4 +3 Ability Score Improvement, Slow Fall
7 Monk 5 +3 Extra Attack, Stunning Strike
8 Monk 6 +4 Ki-Empowered Strikes, Monastic Tradition feature
Stats Total Mod Orig Race lvl
STR 12 +1 12
DEX 18 +4 15 +2 +1
CON 14 +2 13 +1
INT 8 -1 8
WIS 16 +3 15 +1
CHA 8 -1 8
Proficiencies:
Paladin
All armor
Shields
Simple weapons
martial weapons
WISsdom , Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Rogue:
Light armor
one skill from the class’s skill list,
thieves’ tools
Monk:
Simple weapons
shortswords
Gear:
Paladin:
two martial weapons
any simple melee weapon
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
^Lvl ^Class ^Prof ^Class Features ^
^1 |Paladin 1 |+2 |Divine Sense, Lay on Hands |
^2 |Paladin 2 |+2 |Fighting Style, Spellcasting, Divine Smite |
^3 |Rogue 1 |+2 |Expertise, Sneak Attack, Thieves’ Cant |
^4 |Monk 1 |+2 |Unarmored Defense, Martial Arts |
^5 |Monk 2 |+3 |Ki, Unarmored Movement |
^6 |Monk 3 |+3 |Monastic Tradition, Deflect Missiles |
^7 |Monk 4 |+3 |Ability Score Improvement, Slow Fall |
^8 |Monk 5 |+3 |Extra Attack, Stunning Strike |
^9 |Monk 6 |+4 |Ki-Empowered Strikes, Monastic Tradition feature |
====== Class Features ======