Ark
Ark
Sheet
AC 10 · HP 20 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
18 featuresBonus action
- Bonus Unarmed Strike
When After the Attack action
After taking the Attack action, make one Unarmed Strike as a Bonus Action.
- Patient Defense
When On your turn
Take the Disengage action as a Bonus Action, or spend 1 Focus Point to take both Disengage and Dodge as a Bonus Action.
- Step of the Wind
When On your turn
Take the Dash action as a Bonus Action, or spend 1 Focus Point to take both Disengage and Dash as a Bonus Action. Your jump distance is doubled for the turn.
- Flurry of Blows
When After the Attack action
Spend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. When a Flurry of Blows attack hits, use Open Hand Technique to Addle, Push, or Topple the target.
- Martial ArtsLevel 1
Your martial arts training allows you to use Dexterity instead of Strength for Unarmed Strikes and Monk weapons. You can make an Unarmed Strike as a Bonus Action, and your Martial Arts die is 1d6. Your Monk weapons are Simple Melee weapons and Martial Melee weapons with the Light property. You can also use Dexterity when determining the save DC for the Grapple and Shove options of your Unarmed Strike.
Reaction
- Deflect AttacksLevel 3
When When an attack roll hits you
Reduce damage from a qualifying attack by 1d10 + your Dexterity modifier as a Reaction.
Always on
- Unarmored DefenseLevel 1
While you aren't wearing armor or wielding a Shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
- Monk's FocusLevel 2
You have three Focus Points. You regain all expended Focus Points when you finish a Short or Long Rest. You can use Focus Points for Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your Speed increases by 10 feet while you aren't wearing armor or wielding a Shield.
- Uncanny MetabolismLevel 2
When you roll Initiative, you can regain all expended Focus Points. If you do, roll your Martial Arts die and regain Hit Points equal to your Monk level plus the number rolled. Once used, this feature can't be used again until you finish a Long Rest.
- Warrior of the Open Hand: Open Hand TechniqueLevel 3
You are trained in the Warrior of the Open Hand tradition. Whenever you hit a creature with an attack granted by Flurry of Blows, you can impose Addle, Push, or Topple on that target. Addle prevents Opportunity Attacks until the start of your next turn. Push can move the target up to 15 feet away on a failed Strength save. Topple can give the target the Prone condition on a failed Dexterity save.
- Creature TypeTieflingHumanoid.
- SizeTieflingMedium.
- SpeedTiefling30 feet.
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fiendish LegacyTieflingInfernal legacy. You know the Thaumaturgy cantrip and, at character level 3, can cast Hellish Rebuke once per Long Rest without a spell slot. Intelligence is your spellcasting ability for these species spells.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip, using Intelligence as your spellcasting ability for it.
- Magic Initiate (Cleric)Acolyte
You devoted yourself to service in a temple, performing rites, studying religion, and learning to channel a small measure of divine power. Ark retains the rituals and sacred knowledge of his former monastery, even though he was expelled from it.
Spells
5 spellsSpellcasting. Ark casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level: ,
Gear
9 itemsWeapons
- ClubA simple wooden club used as a walking stick and emergency weapon.
- SpearA light martial weapon suitable for a monk who prefers reach and concealment.
Tools
- Calligrapher's SuppliesTools Ark uses for sacred calligraphy and, when necessary, altering official documents.
Gear
- Traveler's ClothesA set of traveler's clothes, patched repeatedly after years of exile.
- Flask of SpiritsA small container of cheap spirits, useful for disguising medicine, bribing tavern staff, or getting through an unpleasant night.
- Holy SymbolBasic devotional equipment from Ark's former monastery.
- Book of PrayersA worn collection of copied prayers and theological notes.
- 10×ParchmentTen sheets used for copied prayers, forged notes, and occasional ransom demands.
Purse
- 8×Gold PiecesCoins gathered from his former acolyte equipment package and subsequent questionable employment.
Appearance
Ark is a lean, sharp-featured male tiefling with charcoal-red skin, swept-back black horns, a thin spaded tail, and pale gold eyes that rarely seem fully sober. His knuckles are scarred, his left ear bears a small silver temple ring, and his patched monk's robes are worn beneath a weather-stained cloak. He carries himself with loose, almost lazy movements that conceal sudden precision.
Mannerisms
Ark speaks in the measured cadence of a temple lecturer, then abruptly loses his place to take a drink. He bows slightly before starting a fight, quotes obscure scripture while dodging blows, and taps his fingers against his cup in the rhythm of a monastery meditation bell.
Personality
Ark is quick-witted, irreverent, and theatrically relaxed. He enjoys outsmarting bullies, embarrassing hypocrites, and turning tense confrontations into drinking games. Beneath the swagger is a deeply compassionate man who notices suffering immediately and cannot resist helping, even when doing so puts him in danger.
Ideals
Freedom. No institution, creed, or master has the right to own a person's conscience. Goodness matters most when it is chosen without supervision.
Bonds
He still wears the monastery's silver temple ring and secretly sends stolen coin to support the novices who once looked up to him.
Flaws
He mistakes cleverness for wisdom and responds to sincere criticism with a joke, a drink, or a reckless wager. Ark steals even when he does not need to, especially from people who display pompous religious authority. When sober, he is haunted by the fear that exile proved the monastery right about him.
Quirks
Background
Ark was raised at the Monastery of the Last Cup, a peculiar order that taught that clarity could be found through discipline, humility, and the occasional deliberate surrender to joy. As a tiefling child, he was initially treated as an omen, but the monastery gave him shelter and purpose. Ark became an exceptionally gifted student of religious texts and combat forms, memorizing entire sermons while struggling to maintain the patient focus expected of a monk. His brilliant mind made him a respected scholar, but his restless nature made him a dangerous example to the younger initiates.
“As a tiefling child, he was initially treated as an omen, but the monastery gave him shelter and purpose.”
- Background
- Acolyte
Connections
Species
Tiefling
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