Table of Contents
Gregory / Shango
Chaotic Good
HP 23 | AC: 18 (10 +4 Dex +4 Wis) | Proficiency Bonus: +2 | Unarmored Movement: 40 ft |
Strength | 15 | +2 | Dexterity | 18 | +4 | Constitution | 12 | +2 |
Intelligence | 13 | +1 | Wisdom | 18 | +4 | Charisma | 17 | +3 |
Hit Dice: 1d8 per monk level
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: None
Weapons: Simple weapons, shortswords
Tools: One type of artisan's or one musical instrument
Saving Throws: Strength, Dexterity
Skills
Acrobatics +2 +4
Athletics +2 +2
Performance +2 +3
Insight +2 +4
Equipment
Explorer's pack
Handaxe (+6 to hit, d6+4 damage)
10 darts (+6 to hit, d4+4 piercing)
Musical Instrument (Drums)
Performer's costume
Beaded necklace
15 gp
Class Features
Unarmored Defense: At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
Martial Arts: At 1st level, 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 attacks and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed 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, 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.
Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.
Ki
Starting at 2nd level, your access to the mystic energy Ki is represented by a number of ki points. Your monk level determines the number of points you have, as shown 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 more 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 BlowsEdit
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient DefenseEdit You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the WindEdit 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 Edit 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.
Deflect Missiles Edit 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 1d10 + 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 (20/60 feet) 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.
Discipline: Way of the Sun Soul
Radiant Sun BoltEdit At 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Searing Arc StrikeEdit At 6th level, immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.
You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Searing SunburstEdit At 11th level, as an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts.
Each 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, to a maximum of 3, increases the damage by 2d6.
Sun ShieldEdit At 17th level, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Background
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, Music instrument (drums)
Racial Attributes
Size: In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Change Appearance: As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Unsettling Visage: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.
Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Divergent Persona - Shango, Orisha of Lightning and War
Alchemy kit: You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. This is commonly used by Gregory/Shango to make thunderstones and alchemist's fire.
Languages: Common, Yoruba, ?