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Xelta

3 Level (0/2700 XP for level-up) Acolyte Background Warforged Race / Species / Heritage Neutral Good Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
14
+2
DEX
15
+2
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
8
-1
24
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40ft
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
-1 Deception CHA
+0 History INT
+4 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 DEX 1d4+2 force
Shortsword +6 DEX 1d6+2 pierce
Attacks

Race features:


CON increases by 2, stat of choice (STR) increases by 1
Advantage on saving throws against being poisoned, resistant to poison dmg
No need to eat, drink, breathe, or sleep (Cannot be put to sleep by magic)
When taking long rest, remains conscious, and can see and hear as normal
+1 Bonus to base AC

Monk features:


When wearing no armor or shield:
  • Base AC is 10 + WIS mod + DEX mod
  • Can use DEX instead of STR for attack and damage rolls of unarmed strikes and monk weapons
  • Can roll d4 in place of normal damage for unarmed strikes and monk weapons
  • When you use Attack action with unarmed strike or monk weapon, can make an unarmed strike as a bonus action
  • Speed increases by 10ft

  • Ki Abilities:


    Ki save DC = 8 + prof. bonus + WIS mod

    Can spend 1 ki to perform one of the following actions:
    Flurry of blows: Immediately after taking Attack action, make two unarmed strikes
    Patient defense: Take the Dodge action as a bonus action
    Step of the wind: Take the Disengage or Dash action as a bonus action, and jump distance is doubled for the turn

    When hit by ranged weapon attack, can use reaction to catch or deflect the projectile
    Damage is reduced by 1d10 + DEX mod + Monk level
    If damage is reduced to 0 or less, can spend 1 ki point to make ranged attack with 20/60 range
    The attack is considered to be made with proficiency and a monk weapon

    Monastic Tradition (Way of Shadow)
    Gain the minor illusion cantrip
    As an action, can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, or Silence without material components

    If you spend 1 or more ki points as part of an action, you can make one attack with an unarmed strike or monk weapon as a bonus action before the end of the turn

    Features & Traits
    Shortsword
    Dungeoneer's Pack (crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50ft of rope)
    10 darts

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Proficiencies:
    Simple weapons
    Shortswords
    Brewer's Supplies

    Languages:
    Common
    Dwarvish
    Abyssal

    Languages & Proficiencies
    Xelta is a Warforged assassin, who was created by a group of master craftsdwarves belonging to a cult to dispose of their targets. After gaining sentience, they ran away from the cult, and are currently in hiding.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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    Level 0 Spells

    Player's Handbook 5E (WoC)

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time: 1 action
    Range/Area: 30 ft
    Components: Somatic, Material
    Materials: A bit of fleece
    Duration: 1 minute
    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object- such as a chair, muddy footprints, or a small chest- it must be no larger than a 5ft cube. The image cannot create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
    At higher levels: At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
    At 11th Level. The spell has a range of 60 feet.
    At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Level 2 Spells

    SRD

    Darkness

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VM
    Materials: Bat fur and a drop of pitch, or piece of coal, or focus
    Duration: up to 10 minutes
    Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
    If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
    If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Dark Vison

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Either a pinch of dried carrot, or an agate, or focus
    Duration: 8 hours
    You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
    Available for: Druid, Inventor Ranger, Sorcerer, Wizard

    Replacement Series

    Pass without Trace

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce, or focus
    Duration: up to 1 hour
    You radiate concealing magic in an aura with a 30-foot radius, making you and your allies more difficult to detect. Until the spell ends, whenever you or a creature you choose within 30 feet of you must make a Dexterity (Stealth) check, the creature may add a +5 bonus. A chosen creature leaves no trace of its passage and cannot be tracked except by magical means.
    At higher levels: When you cast this spell 3rd level or higher, the bonus increases by 1 for each level above 2nd.
    Available for: Druid, Ranger

    Silence

    2-level Illusion

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 36 mètres
    Components: Verbal, Somatique
    Duration: Concentration, jusqu'à 10 minutes
    Pendant toute la durée du sort, aucun son ne peut se créer au sein d'une sphère de 6 mètres de rayon centrée sur un point de votre choix situé à portée, ni la traverser. Une créature ou un objet entièrement contenu dans la sphère sont immunisés contre les dégâts de tonnerre, et les créatures entièrement contenues dans la sphère sont sourdes. Il est impossible de lancer un sort à composante verbale dans la sphère.

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