Adventure Date: tbd
Last Updated: May 18, 2026
Campaign: SOLO Adventures! - Chapter 03b class: Monk (Way of the Four Elements) species: wood elf level: 3 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 = 24 HD: ==================================================================================== STR: 10 +0 HP: 24 Healing HD: 1d8 (x3) inspiration = 1 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 - deflect missile: reaction = subtract 1d10+monk+DEX = 1d10+6 dam, if 0, catch missile and throw missile back (1 ki point, 20/60 range, treat as monk weapon - resistant to cold and poison damage ==================================================================================== 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 = 3 - 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 - Fist of Unbroken Air - Ki=2, range 30 ft, STR save DC 13, fail = 3d10 dam + push 20 ft, knock prone if save, half damage, no push or prone, spend +1 Ki, do +1d10 damage. Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- unarmed strike +5 1d4+3 bludgeoning - can use as bonus action after attack Sword of the +2 1d8 slashing - versatile (1d10) Goddess's Wrath +1d4 fire - longsword +4 vs undead Dagger+2 +7 1d4+5 piercing - finesse, light dagger +5 1d4+3 piercing 20/60 finesse, light, thrown x6 Greybark's Gift +6 1d8+4 piercing 150/600 ammunition, heavy, two-handed - longbow +1 arrows = 19 - Arrow of Undead Slaying +6d10 DC 17 CON if save, only +3d10 damage = 1 ==================================================================================== 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: WOOD ELF 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 = 3 - 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 Deflect Missile: - reaction = subtract 1d10+monk+DEX = 1d10+6 dam, if 0, catch missile and throw missile back (1 ki point, 20/60 range, treat as monk weapon Monastic Tradition: Way of the Four Elements. - Elemental Attunement - see PHB p82 for minor elemental effects that can be done - Fist of Unbroken Air - Ki=2, range 30 ft, STR save, fail = 3d10 dam + push 20 ft, knock prone if save, half damage, no push or prone, spend +1 Ki, do +1d10 damage. ============================================================================== GEAR Total WT= 24 + 72 + 25 + 16 = 137 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 (3) WT Item --- --------------------- 3 common clothes (0.5 gp) 0 rat whistle on string around neck - repels normal rats 1 Helm of Comprehending Languages (uncommon) - cast spell comprehend languages at will - bought for 450 gp from Melhuish's Magical Curiosities 3 Sword of the Goddess's Wrath (uncommon, attunement, cursed) - longsword with an extra 1d4 of fire damage - against undead creatures, it gives +2 bonus on all attack rolls - given by the Blood Night of Kiaransalee, the Dark Goddess, Enemy of Lolth and Orcus, The Vengeful Banshee! "I am Myrkbrood, made from the embers of the cremated dead. And this weapon is of the Myrk as well!" The Blood Knight produces a long sword, glowing with a red light, as if embers burn inside it. "This is known as a Sword of the Goddess's Wrath. You will use it to slay the one known as the Death Knight! And then, return it to me before the dawn. If you refuse any part of this task, my followers will pursue you to the ends of the world! You shall live a cursed life, always looking over your shoulder." - unless curse removed, cannot throw away, if do, turns to embers, and reforms in your possession. 1 Dagger +2 - jewel-encrusted dagger - found in Fzoul's Tower 6 dagger (2 gp each = 12 gp) - for throwing x6 2 Greybark's Gift (uncommon) - longbow +1 - made by and from parts of Greybark the Treant 1 quiver (1 gp) 1 20 arrows (1 gp) = 19 0 Arrow of Undead Slaying (very rare, consumable) - If arrow hits undead target, it must make a DC 17 con save. - 6d10 piercing damage on a failed save, 3d10 on a successful save. Good for one use. - bought from Kelelan of Vaasa at the Sword In The Forge for 400 gp 0 Elemental Gem: Yellow Diamond (uncommon, consumable) - action, cast conjure elemental spell - elemental of challenge rating 5 - Earth Elemental MM p124 - bought for 500 gp from Melhuish's Magical Curiosities 0 Ring of Resistance: Poison (rare, attunement) - gold ring with an amethyst gem: resistant to poison damage - won it by solving the puzzle in Melhuish's Magical Curiosities 0 Ring of Warmth (uncommon, attunement) - simple gold ring - resistant to cold damage - you and everything you wear and carry are unharmed by temperatures as low as -50 F 0 signet ring: crest of the Knights of Myth Drannor (5 gp) 1 pouch (0.5 gp) 4 - coins 0 Philter of Love - whomsoever consumes this liquid shall fall in love with the next creature they see, for a short while 0 Potion of Healing (50 gp) x5 0 vial of antitoxin (50 gp) x2 0 vial of Midnight Tears (ingested poison) x1 - A creature that ingests this poison suffers no effect until the stroke of midnight. - If the poison has not been neutralized before then, the creature must succeed on a DC 17 CON saving throw, or take 9d6 poison damage on a failed save, or half as much damage on a successful one. 0 velvet pouch of bone gaming dice 1 thieves' tools (25 gp) 0 Skeleton Key - Made by the mysterious elves of Cormanthor, enchanted to open any door! - Worth its weight in gold! 5 backpack (2 gp) 7 - bedroll (1 gp) 1 - mess kit (0.2 gp) 20 - rations (days) = x10 (0.5 gp/day = 5 gp) 6 - bottles of wine x3 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 3 - Journal with strange markings - from Fzoul's Tower 1 - scroll case (1 gp) - map of Dragonspines with strange markings - from Fzoul's Tower - map of Zhentil Keep (the city) - courtesy of the The Stout Miner Inn 4 - robe of a Banite Monk (1 gp) - from Fzoul's Tower 1 - holy symbol: Bane amulet (5 gp) - from Fzoul's Tower 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 = 161 bag of 800 gp (16 lbs) sp = 18 cp = 6 ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: