Please let me know if there is anything I need to change or add! [hider=Zzyvia, aka “Iris”][b][url=https://www.myth-weavers.com/sheet.html#id=2633668]Iris[/url][/b] [i]Zephyrite Monk 3 [/i] [b]AC[/b] 17 [b]HP[/b] 17/17 [b]Speed[/b] 35ft/ 40ft [b]Str[/b] 11 (0) [b]Dex[/b] 20(5) [b]Con[/b] 12 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 10 (0) [b]Cha[/b] 9 (-1) [b]Attacks[/b] [b]Short Sword[/b] +7 1d6 [b]Kama[/b] +7 1d4 +4 Dexterity. +1 to other stat of choice. Dex cap raised to 24. Size - Small Speed - 25 (+10) Fly (Hover) - 40 The Rune of Wind - Zephyrites may hold their breath indefinitely. They know the Gust cantrip. At level 5 they know the Gust of Wind spell and may cast it once without expending a spell slot. At level 11 they know the Control Winds spell and may cast it once without expending a spell slot. At level 17 they know the Investiture of Wind spell and may cast it once without expending a spell slot. Charisma is the spellcasting modifier for these racial castings. They recharge on a Long Rest. Cloudcraft innovators - Proficiency in Tinker’s Tools and Cartographer’s Tools. You may spend an hour working with a cloud to write a message in the sky as if with the ‘skywrite’ spell. Zephyrite Weapon Training - You are proficient with all 'Zephyr' weapons. The Spark of the Old Nimbus - twice per long rest, you may imbue Lightning into your attacks for one minute. Whenever you hit a target with an attack, they suffer additional Lightning damage equal to your proficiency modifier. The Fall of Zentar and the Fading of the Old Nimbus - Zephyrites are Vulnerable to Falling Damage and have one less hit point per level. Ki = 3 Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. Distant Eye [–] When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. Quickened Healing [–] As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled. Feature: Guild Membership- As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn. Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies. Unarmored Movement- Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Deflect Missiles- Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. Background: Guild Artisan Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. Specialty- Smithing and Metal Forging Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. Free Feat: Observant Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom by 1, to a maximum of 20. (Wis) If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.)[/hider]