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Akita

3 Level (0/2700 XP for level-up) The Hunter's Guild Background Canithrope (Doberman) Race / Species / Heritage Neutral Alignment
Beginnings Monk
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
14
+2
DEX
18
+4
CON
13
+1
INT
8
-1
WIS
14
+2
CHA
10
+0
26
Hit Points
+4
Initiative (DEX)
16
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
+6 Dexterity
+1 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+0 Deception CHA
-1 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Insect Glaive +6 DEX 1d10+1d4+4 Slashing
 Two-handed
Kinsect +6 DEX 1d6+4 Bludgeoning
 Range (60/120)
Bite +6 DEX 1d6+4 Piercing
Attacks

Monk


Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

Simple Melee Weapons
Martial Melee Weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Level 1: Unarmored Defense

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Level 2: Monk's Focus

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Level 2: Unarmored Movement

Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Level 2: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.

Level 3: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Way of the Beginnings Monk


Starting The Journey
You gain the ability to connect with the soul of the world. As a bonus action, you can spend 1 ki point to enter a state of heightened awareness. While in this state, you gain advantage on Wisdom (Perception) checks and Dexterity saving throws. Additionally, you can use your reaction to make an unarmed strike against a creature if they move within 5 feet of you.

This state lasts for 1 minute, or until you end it as a bonus action. Once you use this ability, you can't use it again until you finish a short or long rest.

Rule of Planar Roses
Your connection to the world allows you to channel the elements of the planes of the world. Once per turn, when you hit a creature with an unarmed strike or monk weapon, you can choose to imbue your strike with elemental energy. Choose one of the following damage types: fire, cold, thunder, or lightning. The creature takes an additional martial arts die in damage of the chosen type.

Additionally, when you use your Flurry of Blows feature, you can spend an additional 1 ki point to imbue each of your unarmed strikes with elemental energy, dealing an additional martial arts die damage of the chosen type.

Canithrope


Bite
Your bite attack deals an additional 1d6 damage and can grapple a target of a size equal to or smaller than you.

Keen Hearing and Smell
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Swift Footed
You are exceptionally quick on your feet, allowing you to move with unparalleled speed. When you take the Dash action, you can move an additional distance equal to your speed. Additionally, as a bonus action, you can move a distance up to your speed without provoking opportunity attacks. You cannot use this ability again until you finish a short or long rest.

Irritable
Your temperament can be volatile when you haven't had a chance to release your pent-up energy. If you haven't engaged in any physical activity for 13 hours, you can channel your frustration into a burst of berserker rage. When you take this action, you can make a DC 15 Athletics or Acrobatics check. On a success, you enter a state of uncontrollable fury for 1 minute. During this time, you have advantage on all Strength-based attack rolls and your attacks deal an additional 1d6 damage. Additionally, you can ignore the effects of the first two levels of exhaustion. Once this ability has been used, you cannot use it again until you have taken a short or long rest.

Features & Traits
One set of traveller's clothes, a hunters card, and a carving knife.
Sm Monster Bone. Uncommon weapon upgrade material
x2 Armor Sphere
x4 Earth Crystal
x4 Jaggi Hide; This armor magically mends itself to counteract daily wear and tear.
x4 Bird Wyvern Fang. Your piercing weapon deals an extra 1 piercing damage.
x3 Bnahabra Shell. You reduce necrotic damage you take by 2 while you wear this armor.
x2 Monster Fluid. Uncommon or rare upgrade material that can be used for weapons or armor.
x4 Screamer Sac. A crafting material used to make sonic bombs.
x4 Velociprey Fangs
x2 Cephalos Scale
x2 Fertile Mud
x4 Barroth Shell

Uncommon Insect Glaive


Rarity Slots Bonus Features
Common 1 - The Kinsect, Standing Leap
Uncommon 2 - Kinsect Upgrade I
Rare 3 +1 Kinsect Upgrade II
Very Rare 4 +2 Kinsect Upgrade III
Legendary 5 +3 Kinsect Upgrade IV

Kinsect
The Kinsect returns to you at the end of your turn, granting you the benefit of the essence it collected for 1 minute. This duration is refreshed each time the kinsect returns to you with the essence of a creature.

Upon collecting Red, White, and Orange essences, the kinsect will only collect green essence until the essence fades.

The kinsect does not gain bonus damage from essence, magical effects (including the bonus damage from this weapons rarity), or ability modifiers.

Standing Leap
As an action, while not wearing heavy armor, you can make a standing leap forward or upwards, covering a number of feet equal to your Strength score + your proficiency bonus. As part of the same action, you may make a single weapon attack against a target.

Kinsect Upgrade I
As part of your Attack action, you can make a range weapon attack (range 60/120 ft) sending out your kinsect towards a creature. On hit it deals 1d6 bludgeoning damage. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Barroth Shell
When you hit a creature with this weapon, it must succeed on a DC 13 Constitution saving throw or become afflicted by waterblight for 1 minute. The creature may repeat its saving throw at the end of its turn, ending the effect on a success.

Carving Knife
Allows the wielder to add their proficiency bonus to carve checks, if they are not already proficient with the survival skill.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1255, Platinum: 0 Money
Skills: Athletics, Insight, Investigation, Nature
Tools: Cook's Utensils, Weaver's Tools
Languages: Common, Draconic

Languages & Proficiencies
I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds.

Personality Traits
Guild. My guild is all that really matters. (Any)

Ideals
My weapon is made from the first monster I ever hunted.

Bonds
My pride leads me to believe I'm able to bring down beasts beyond my measure.

Flaws
Akita was born and raised in The Grovelands as a Canithrope. However he grew up in unlikely circumstances, where he was raised with a pack of Wulgs and became one of them. After 13 years of living with them, he had his first encounter with humanoid life with a Hunter apart of the Guild. This Hunter visited more often to Akita's family to feed and teach him about more civilized ways. 5 years after, Akita has learned how to speak, walk normally, and every how to defend himself with a weapon. The Hunter offered Akita to join him back to the Guild to train and become an actual Hunter, and he accepted gratefully.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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