Tuft Starspell

  • Shadow Monk
  • Class
  • Far Traveler
  • Background
  • 6
  • Level
  • Brownie
  • Race
  • Chaotic Good
  • Alignment
  • ESFP-A
  • MBTI

Strength

12

+1

Dexterity

20

+5

Constitution

16

+3

Intelligence

14

+2

Wisdom

18

+4

Charisma

12

+1

+3
Proficiency
❤︎
Inspiration
Saving Throws
+4 Strength
+8 Dexterity
+3 Constitution
+2 Intelligence
+4 Wisdom
+1 Charisma
Skills
+8 Acrobatics (Dex)
+4 Animal Handling (Wis)
+2 Arcana (Int)
+1 Athletics (Str)
+1 Deception (Cha)
+2 History (Int)
+7 Insight (Wis)
+1 Intimidation (Cha)
+2 Investigation (Int)
+4 Medicine (Wis)
+2 Nature (Int)
+7 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+2 Religion (Int)
+5 Sleight of Hand (Dex)
+8 Stealth (Dex)
+4 Survival (Wis)

19

Armor

+10

Initiative

45ft

Speed

Hit Points
53
Hit Dice
6d8
Attacks
Name Bonus Damage Type
Unarmed Strike +8 1d6+5 Bludgeoning
Javelin +8 1d6+5 Piercing
Dart +8 1d4+5 Piercing
Equipment
Name Summary Attuned
Backpack A handy way to store items. If it's heavy enough, you can swing it at enemies.
Javelin A long pointy stick to chuck at enemies.
Darts Small pointy sticks to throw at enemies.
Playing Card Set A full deck of cards.
Bracelet A bracelet made of golden beads from home.
Money
CP SP EP GP PP
0 0 0 5 0
Proficiencies
Light Armour
Medium Armour
Heavy Armour
Simple Weapons
Martial Weapons
Shields
Common
Goblin
Sylvan
Playing Card Set
Shortsword
About

Personality

Very energetic, loving to run, climb and talk; but is also capable of staying perfectly still and focused for hours on end.

Ideals

Companionship; we survive through the help of others. Trying to go through everything alone is foolish at best, and anyone having absolute rule over others is a terrible idea.

Bonds

While the mortal realm is far less dangerous, I do miss my home, even with its eternal night and numerous predators. I hope my family is doing well.

Flaws

I feel uncomfortable in the daylight, leading to me being somewhat of a shut-in. I also have little regard for social norms and love to cheat in card games, even when I really shouldn't.

Storage
Crowbar
Hammer
Pitons
Torches
Rations
Tinderbox
Waterskin
Hempen Rope
Traveler's Clothes
Poorly Wrought Map
Racial Traits
Fey Ancestry
Nimble Movement
Form of Light
Form of Darkness
Backstory

A Brownie originating from the feywild, specifically a significantly dangerous section of the realm that is permanently stuck in dark night, the only natural sources of light being the glistening stars in the sky and the biolumnescent flora blossoming from the cold ground. The land is full of large predators with little to build shelter out of, the trees too weak to hold more than a single small creature without breaking and any large plantlife only able to be used for the most basic of camoflauge.

Brownies of the nocturnal feywild work together to survive, raising children communally and living together in cave systems. Even with the conditions of their home, Brownies are natural tricksters and will often tempt fate simply to get a laugh, most managing to survive due to not only the speed and skill they hone through their life, but also the natural luck they seem to be imbued with, although no one has ever managed to prove that they have any sort of magical inheritance of luck like the kind found within halflings.

Crossed over to the mortal plane when Queen Xilmoira established a stable trade route with their clan, their people agreeing to give up some of their land's precious metals in exchange for the various pleasantries other realms have to offer. Being grateful towards the ruler of Thelflith, Tuft swore themselves to her, joining the royal guard known as The Sword to protect The Crown. Nowadays is in charge of guarding the treasury alongside their friend Elamkyn, although they spend most of the time on shift fooling around and quickly hiding whatever they were up to whenever they hear someone approaching through the hall as they lost most of their care for the job after Xilmoira died and her significantly less impressive brother took the crown.

Appearance
  • 62
  • Age
  • 3'4"
  • Height
  • 42 lbs.
  • Weight
  • Sharp
  • Teeth
  • Pale Blue
  • Eyes
  • Lavender
  • Skin
  • Purple
  • Hair
  • None
  • Scars

A thin Goblinoid of short stature, Tuft has large floppy ears that reach down slightly past their knees, their legs being bent backwards with an extra joint. A tail longer than their body sways behind them, accessorised with golden jewellery matching the rest of their clothing, being various shades of purple highlighted by bright golden accents styled in symbols of stars, astrological signs and greek numerals. A large pair of goggles rest on their head enchanted to boost the already impressive night vision they have just with their large, pale eyes that seem to take up half their face.

Tuft has short, straight bangs with two longer sections of hair framing their face, the rest of their hair pulled back into a ponytail as well as four thin braids that are brought from behind their bangs to wrap around the base of the ponytail. Tuft also has a large set of sharp buckteeth.

Class Features
  • Unarmored Defense 1st lvl

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • Martial Arts 1st lvl

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy 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:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

  • Ki 2nd lvl

Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • 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.
  • Unarmored Movement 2nd lvl

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.

  • Shadow Arts 3rd lvl

Starting when you choose the Way of Shadow tradition, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

  • Deflect Missile 3rd lvl

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 with a range of 20/60 using 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.

  • Slow Fall 4th lvl

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

  • Quickened Healing 4th lvl

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 plus your proficiency bonus.

  • Extra Attack 5th lvl

You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Stunning Strike 5th lvl

You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

  • Focused Aim 5th lvl

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

  • Shadow Step 6th lvl

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

  • Ki-Empowered Strikes 6th lvl

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spell ATK Bonus
7
Spell Save DC
15
Cantrips Known
1
Magic Item
Name Summary Attuned
Goggles of Night These dark lenses increase range of darkvision by 60ft.
Cantrips and Spells
0 Minor Illusion
2 Darkness
2 Darkvision
2 Pass Without Trace
2 Silence
Spell Slots Available
1st lvl
2nd lvl
3rd lvl
4th lvl
5th lvl
6th lvl
7th lvl
8th lvl
9th lvl