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: ==================================================================================== 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 ==================================================================================== 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. ==================================================================================== 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 ==================================================================================== 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 ============================================================================= 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 ============================================================================== 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) ============================================================================== TREASURE store credit = 0 gp pp = gp = 10 sp = cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: