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Sol - AI-generated fantasy Character

Sol

Aasimar · Monk (Warrior of Mercy) · Level 3 · Acolyte

Sol

Sol is reserved and practical, moving with a quiet confidence that others often mistake for intimidation.
AC13
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 21 · 40 ft.
AlignmentNeutral GoodGenderNon-binaryAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InsightWIS
  • MedicineWIS
  • ReligionINT

Weapons

Simple Weapons,
Martial Weapons with the Light property

Tools

Calligrapher's Supplies,
Herbalism Kit

Languages

Common,
Celestial

Features

17 features

Bonus action

  • Flurry of Blows

    When After taking the Attack action

    Spend 1 Focus Point to make two Unarmed Strikes.

  • Patient Defense

    When On your turn

    Spend 1 Focus Point to take the Dodge action. (No point required if using a Bonus Action to Disengage/Dash via Step of the Wind in 2024).

  • Step of the Wind

    When On your turn

    Spend 1 Focus Point to take both the Disengage and Dash actions, and your jump distance is doubled.

  • Martial ArtsLevel 1

    Use DEX for Unarmed Strikes. Unarmed Strike damage is 1d6. Can make an Unarmed Strike as a Bonus Action if you use the Attack action.

Reaction

  • Deflect AttacksLevel 3

    As a Reaction, you can reduce the damage of a Melee or Ranged attack by 1d10 + DEX mod + Monk level. If damage is reduced to 0, you can spend 1 Focus Point to redirect it.

Always on

  • Unarmored DefenseLevel 1

    AC equals 10 + DEX mod + WIS mod while not wearing armor.

  • Monk's FocusLevel 2

    You have 3 Focus Points. Use them for Flurry of Blows, Patient Defense, or Step of the Wind.

  • Unarmored MovementLevel 2

    Your speed increases by 10 ft while not wearing armor or a shield.

  • Uncanny MetabolismLevel 2

    When you roll Initiative, you can regain all spent Focus Points. If you do, roll your Martial Arts die and regain HP equal to the roll plus your Monk level. Once per Long Rest.

  • Hand of HealingLevel 3

    Spend 1 Focus Point to touch a creature and heal 1d6 + WIS mod. Part of Flurry of Blows: replace one attack with this heal without spending extra points.

  • Hand of HarmLevel 3

    Once per turn when you hit with an Unarmed Strike, spend 1 Focus Point to deal extra Necrotic damage equal to 1d6 + WIS mod.

  • Celestial ResistanceAasimarResistance to Necrotic and Radiant damage.
  • DarkvisionAasimar60 ft.
  • Healing HandsAasimarAs a Magic action, touch a creature to restore 2d4 HP once per Long Rest.
  • Light BearerAasimarYou know the Light cantrip.
  • Celestial Revelation (Radiant Consumption)AasimarOnce per Long Rest, transform for 1 minute. Shed bright light for 10 ft. Once on each of your turns, deal 2 Radiant damage to a target you hit. Creatures within 10 ft take 2 Radiant damage at the end of your turns.
  • Magic Initiate (Cleric)Acolyte

    You know the Guidance and Thaumaturgy cantrips. You can cast Guiding Bolt once per Long Rest without a spell slot.

Spells

4 spells

Spellcasting. Sol casts with Wisdom (spell save DC 11, to hit with spell attacks).

Cantrips (at will): , ,

1st level:

Gear

5 items

Weapons

  • Spear
    Versatile (1d8) simple weapon.
  • 5×
    Dagger
    Finesse, Light, Thrown (20/60).

Tools

  • Calligrapher's Supplies
    Pens, ink, and parchment.

Gear

  • Explorer's Pack
    Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Holy Symbol
    An amulet representing the light of Astra.

Appearance

Sol is a tall, chunky, and broad woman with a powerful, androgynous physique. Her skin is a deep tan, dotted with countless moles like constellations. She has dark blue hair that frames a wide, flat face, and eyes of a striking pale amber. Her build is a mix of dense muscle and soft weight, featuring big biceps, thick thighs, and a sturdy belly that marks her as a veritable tank on the battlefield.

Mannerisms

She speaks in a slightly hoarse, low voice and tends to stand with her arms crossed, unintentionally looking more threatening than she feels.

Personality

Sol is reserved and practical, moving with a quiet confidence that others often mistake for intimidation. She is blunt and loyal to a fault, though she frequently struggles with social etiquette and reading the room. She has a dry sense of humor that only surfaces once she feels safe. While she appears scary to strangers, those few she cares for know her as a caring and steadfast protector.

Ideals

Balance. My hands must be able to mend the things they are forced to break.

Bonds

The temple in Astra took me in when I was at my most dangerous, and I will always answer their call.

Flaws

I am so afraid of saying the wrong thing that I often say nothing at all, which makes people think I am judging them.

Quirks

Collects smooth stones when she is nervous.
Unconsciously flexes her biceps when deep in thought.
Apologizes to furniture when she accidentally bumps into it.

Background

Sol was born on the outskirts of the holy city of Astra, raised among acolytes where her celestial heritage was viewed as a divine omen. During her adolescence, a sudden surge of radiant energy accidentally leveled a sacred grove, marking her with a deep sense of responsibility and a fear of her own strength. This event led her to seek the path of the Mercy Monk, hoping to balance her destructive power with the ability to heal. She spent years in isolation within the temple, practicing the art of the open hand and the masked face. She eventually left the cloister because she felt her practical strength was wasted behind stone walls. Now she wanders as a chunky, broad-shouldered guardian, seeking to protect the vulnerable while learning how to actually talk to people without scaring them off.

“This event led her to seek the path of the Mercy Monk, hoping to balance her destructive power with the ability to heal.”
From their backstory
Background
Acolyte

Connections

Species

Aasimar

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