Last updated: 3/19/2025 2am
Caleb (UA)LVL 5 Fighter/Monk | Hit Dice: 5d10 HP: 50 | Prof: +3 Unarmored AC: 17 Armored AC: 17 | Action Surge: 1/1 S Bladestorm: 2/2 L/S Focus Points: 5/5 Mana[a]: 6/6 | ||||||||
Strength 12 (+1) | Dexterity 20 (+5) | Constitution 14 (+2) | Intelligence 10 (0) | Wisdom 15 (+2) | Charisma 16 (+3) | ||||||
Saving: 4 | Saving: 8 | Saving: 5 | Saving: 0 | Saving: 2 | Saving: 3 | ||||||
Athletics: 4 | Acrobatics: 8 | Arcana: 0 | Animal Handling: 2 | Deception: 3 | |||||||
Sleight of Hand: 5 | History: 0 | Insight: 5 | Intimidation: 6 | ||||||||
Stealth: 8 | Investigation: 0 | Medicine: 2 | Performance: 3 | ||||||||
Nature: 0 | Perception: 2 | Persuasion: 3 | |||||||||
Religion: 0 | Survival: 2 | ||||||||||
Background: Soldier | Passive Perception: 12 | ||||||||||
Proficiencies: All Armor, Shields, Simple and Martial Weapons, Playing Cards, Land Vehicles, Calligraphy Tools Languages: Common, Elvish, Piney Spell Casting: CHA Movement: 40ft |
Combat Notes: Caleb’s monk features let him use DEX instead of STR for his attacks with UA, Monk, and Kensai weapons. His Kensai Weapons are Sai and Spear.
Moves/Actions
Bonus Actions
Reaction
Passive Aid
Dungeon Supplies
Camping Supplies
Weapon Supplies
Money:
Copper:
Silver:
Gold: 50
Platinum:
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Speed: 30ft
Size: 6’0”
Age: 35/90
Skill: Acrobatics
Feat: Magic Innate (from his time with Kira)
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
Ability Score Increase: STR 1, DEX 2
Skills: Athletics, Intimidation
Feat: Savage Attacker (once per turn, reroll damage for melee weapon, use either total)
1st LVL Fighting Style: Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
1st LVL Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You can use this feature twice, you regain one use after a short rest, and you regain all uses after finishing a long rest.
1st LVL Weapon Mastery: Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a long rest, you can practice weapon drills and change one of those weapon choices.
2nd LVL Action Surge: One your turn, you can take one additional action, except the Magic action. Once per short or long rest. Starting at 17th level, you can use it twice before a rest but only once on a turn.
2nd LVL Tactical Mind: When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
4th LVL Ability Score Improvement: LVL4: DEX 2 | LVL6: Tough feat
5th LVL Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
5th LVL Tactical Shift: Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Bladestorm: When you choose this subclass at 3rd level, you gain the ability to enter a heightened state of combat awareness. If you are not wielding a heavy weapon, and have a weapon in at least one hand, you can activate Bladestorm as an action, becoming a whirlwind of furious attacks. For 1 minute, you make swift, almost imperceptible strikes against any creature that moves within 5 feet of you for the first time on a turn or ends their turn there, dealing 1d4 damage of a type associated with one of your weapons. The damage from Bladestorm does not trigger any additional damage associated with your weapons (such as if you have a weapon that deals extra elemental damage). Additionally, while Bladestorm is active you cannot be targeted by opportunity attacks.
You can use this ability twice, and regain all uses of this ability after you finish a short or long rest.
Saving Throws: DEX, STR
Skills: Stealth, Insight
Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
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:
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. (LVL5 = d8)
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 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 (2) and Proficiency Bonus (3). (DC 15)
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.
Level 3: Monk Subclass
You gain a Monk subclass of your choice. (Kensai)
Level 4: Ability Score Improvement
You gain this feature again at Monk levels 8, 12, and 16. (Lvl4: CHA +2, WIS +1)
Level 4: Slow Fall
You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level. (5x5 =25 reduction)
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Path of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
Feat Forest Bound (pg35 player guide)
Contemplating. I’m cherry picking here. This would give him Tree Heal (cantrip) and Tree Speak (1st lvl)
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Source: Xanathar's Guide to Everything/Elemental Evil Player's Companion
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Source: Player's Handbook
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Evocation Cantrip
1 action, Touch, Instantaneous
You touch a plant and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again fo 24 hours. This spell can be used only on plants or plant creatures.
1st-level evocation (all)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
When cast in the Margreve, this spell feeds a constant trickle of magical energy into the forest. For the duration of the spell, you can cast spells of 1st level or lower without the forest siphoning power from the spell as it normally does. The forest remains aware of you and may interdict or attack you for other reasons.
At Higher Levels. If feed the forest is cast with a
spell slot of 2nd level or higher, the duration increases 1 hour per slot level above 1st, and the level of magic masked is equal to the level of the slot expended.
FUTURE IDEAS
Striking like lightning, dervishes are a deadly whirlwind of steel. They are terrifying combatants that are capable of fighting large groups of opponents at once and weaving their way through the battlefield with ease.
Those who have seen one in action describe the dervish as a storm upon the battlefield, twisting and striking from unexpected angles. These agile fighters throw defense to the wind, relying on their mobility and lethality alone.
Bladestorm
When you choose this subclass at 3rd level, you gain the ability to enter a heightened state of combat awareness. If you are not wielding a heavy weapon, and have a weapon in at least one hand, you can activate Bladestorm as an action, becoming a whirlwind of furious attacks. For 1 minute, you make swift, almost imperceptible strikes against any creature that moves within 5 feet of you for the first time on a turn or ends their turn there, dealing 1d4 damage of a type associated with one of your weapons. The damage from Bladestorm does not trigger any additional damage associated with your weapons (such as if you have a weapon that deals extra elemental damage).
Additionally, while Bladestorm is active you cannot be targeted by opportunity attacks.
You can use this ability twice, and regain all uses of this ability after you finish a short or long rest.
Tailwind
At 7th level, your movement speed increases by 5 feet. Additionally, while Bladestorm is active, you gain an additional 5 feet of movement, and the damage dealt by Bladestorm increases to 1d6.
Shifting Sands
At 10th level, you have learned to maneuver out of harm’s way in an instant. Whenever you take damage from an attack or spell, you can use your reaction to immediately move 5 feet in any direction. This movement does not provoke opportunity attacks. Additionally, the damage dealt by Bladestorm increases to 2d4.
Spinning Slashes
At 15th level, whenever you activate Bladestorm, you can immediately make one weapon attack against each creature of your choice within 5 feet of you. Additionally, while Bladestorm is active, you can use a bonus action to make one weapon attack
against each creature of your choice within 5 feet of you and end Bladestorm.
Steel Twister
At 18th level, the strikes from your Bladestorm are not only swift but savage and debilitating. Creatures damaged by your Bladestorm ability have their movement speed reduced by half. Additionally, the damage dealt by Bladestorm increases to 2d6.
[a]Calling him a “level 2 druid” for all intents and purposes