Jade Solo

Adventure Date: tbd
Last Updated: May 10, 2026

Campaign: 	SOLO Adventures! - Chapter 02
class:		Monk				species:	wood elf		
level:		2				alignment:	neutral good
xp:		0				deity:		
Background: 	Folk Hero			Home Region: 	

size: medium	age:	20	gender:	female	height:	5'6"	
eyes: green	hair:	red	skin:	white	weight:	130 lbs
				
Languages:	common, elvish

			hp =	16		HD: 
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STR:	10	+0	HP: 	16	Healing HD:	1d8 (x2)	 inspiration = 
DEX:	16	+3	AC:	16				
CON:	10	+0	= 10    + 0      + 3   + 0    	+ 3 (WIS) 
INT:	10	+0	  armor + shield + dex + magic 	+ misc
WIS:	16	+3	
CHA:	13	+1	Passive Perception: 15		Initiative:	+3
			Speed:	45 ft			Proficiency:	+2

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SAVES		Total	= base	+prof	+magic	+misc
STR:		+2	= +0	+2	
DEX:		+5	= +3	+2	
CON:		+0	= +0	+0	
INT:		+0	= +0	+0	
WIS:		+3	= +3	+0	
CHA:		+1	= +1	+0	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Ki Points = 2
- Flurry of Blows: after attack action, use 1 Ki to do 2 unarmed strikes as bonus action
- Patient Defense: use 1 Ki to take dodge action as bonus action
- Step of the Wind: use 1 Ki to disengage or dash as a bonus action, and jump distance = x2


Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
unarmed strike		+5	1d4+3		bludgeoning	-	can use as bonus action after attack

shortsword		+5	1d6+3		piercing	-	finesse, light

dart			+5	1d4+3		piercing	20/60	finesse, thrown x10


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TOTAL	SKILLS: 		Ability	Mod	Prof	Misc	
+5	acrobatics*		DEX	+3	+2		
+5	animal handling*	WIS	+3	+2		
+0	arcana			INT	+0			
+0	athletics		STR	+0			
+1	deception		CHA	+1			
+0	history			INT	+0			
+3	insight			WIS	+3			
+1	intimidation		CHA	+1			
+0	investigation		INT	+0			
+3	medicine		WIS	+3			
+0	nature			INT	+0				
+5	perception*		WIS	+3	+2				
+1	performance		CHA	+1			
+1	persuasion		CHA	+1		advantage, 1/day			
+0	religion		INT	+0				
+3	sleight of hand		DEX	+3			
+5	stealth*		DEX	+3	+2			
+5	survival*		WIS	+3	+2		
+3	instrument-pan flute*	CHA	+1	+2
+5	tool-woodcarver*	DEX	+3	+2
+5	vehicles-land*		DEX	+3	+2


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SPECIAL ABILITIES / FEATS
Armor: 		none
Weapons:	Simple weapons, longsword, shortsword, shortbow, and longbow
Tools:		Choose one type of artisan's tools or one musical instrument

SPECIES: 
Darkvision:
- you have superior vision in dark and dim conditions. You can see in dim light 
  within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
- You can't discern color in darkness, only shades of gray.
Keen Senses: 
- You have proficiency in the Perception skill.
Fey Ancestry: 
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: 
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, 
  for 4 hours a day
Elf Weapon Training:
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: 
- base walking speed increases to 35 feet.
Mask of the Wild: 
- can attempt to hide even when you are only lightly obscured by foliage, heavy rain,
  falling snow, mist, and other natural phenomena


BACKGROUND: FOLK HERO
Skill Proficiencies: Animal Handling, Survival
Tool Proficiences: One type of artisan's tools, vehicles (land)
Feature: Rustic Hospitality


CLASS: MONK
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
	(acrobatics, stealth)
Unarmored Defense:
- if wearing no armor and not wielding a shield, your AC equals 10 + DEX + WIS = 10+3+3 = 16 
Martial Arts:
- monk weapons: shortswords and simple melee weapons but not two-handed or heavy property
- use DEX for unarmed strikes and monk weapons
- unarmed strike or monk weapon damage dice = 1d4
- if use attack action with unarmed strike or monk weapon, can do unarmed strike bonus action
Ki: 
- recover Ki points after short or long rest, Points = 2
- save = 8 + prof + WIS = 8 +2 +3 = 13
- Flurry of Blows: after attack action, use 1 Ki to do 2 unarmed strikes as bonus action
- Patient Defense: use 1 Ki to take dodge action as bonus action
- Step of the Wind: use 1 Ki to disengage or dash as a bonus action, and jump distance = x2
Unarmored Movement: 
- increase speed by 10 ft


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GEAR	Total WT= 10 + 54 + 25 = 89 lbs
	load: STR x 15 = 150 lbs	push/drag/lift: STR x 30 = 300 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0)

WT	Item
---	---------------------
3	common clothes (0.5 gp)

1	pouch (0.5 gp)
1	- coins 
0	Potion of Healing (50 gp) x2
0	Vial of Antitoxin (50 gp) x1

2	shortsword (10 gp)
3	12 darts (5 cp each = 0.6 gp)

	
5	backpack (2 gp)
7	- bedroll (1 gp)
1	- mess kit (0.2 gp)
20	- rations (days) = x10 (0.5 gp/day = 5 gp)
5	- waterskin (0.2 gp)
1	- tinderbox (0.5 gp)
10	- torches = x10 (0.01 gp/torch = 0.1 gp)
5	- wood carver's tools (1 gp)
3	- trinket: four-leaf clover pressed inside a book discussing manners and etiquette
		   - once/day, grants advantage on a persuasion skill check
	strapped to backpack
10	- 50 ft hempen rope (1 gp)
10	- iron pot (2 gp)
5	- shovel (2 gp)


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TREASURE		store credit = 0 gp
pp = 	 	
gp = 10		
sp = 	 	
cp = 	 			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: