BLADE
BLADE
Sheet
AC 15 · HP 67 · 50 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Weapons
Tools
Languages
Features
32 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stillness of MindLevel 7
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Bonus action
- Flurry of Blows
When After the Attack action
Immediately after taking the Attack action, spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On your turn
Spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On your turn
Spend 1 ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.
- Martial ArtsLevel 1
You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk weapons. Your Unarmed Strike or Monk weapon damage die becomes a d4, and when you take the Attack action with an Unarmed Strike or Monk weapon, you can make one unarmed strike as a bonus action.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Use your reaction when hit by a ranged weapon attack to reduce the damage by 1d10 plus Dexterity modifier plus monk level.
- Slow FallLevel 4
When you fall, you can use your reaction to reduce falling damage by an amount equal to five times your monk level.
Always on
- Stunning StrikeLevel 5
When When you hit with a melee weapon attack
When you hit a creature with a Monk weapon or Unarmed Strike, expend 1 ki point to force a Constitution save or stun the target until the end of your next turn.
- Hit DiceLevel 1
You have a d8 Hit Die.
- Saving Throw ProficienciesLevel 1
You gain proficiency with Strength and Dexterity saving throws.
- Skill ProficienciesLevel 1
You gain proficiency in two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
- Weapon ProficienciesLevel 1
You gain proficiency with simple weapons and shortswords.
- Tool ProficiencyLevel 1
You gain proficiency with one type of artisan's tools or one musical instrument.
- Unarmored DefenseLevel 1
While you are wearing no armor and not wielding a shield, your AC equals 10 plus your Dexterity modifier plus your Wisdom modifier.
- KiLevel 2
You have a number of ki points equal to your monk level, which you can spend to fuel your ki features. You regain all expended ki when you finish a short or long rest after meditating for at least 30 minutes.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- Monastic TraditionLevel 3
You gain a monastic tradition, in this build chosen as Way of the Open Hand.
- Way of the Open Hand InitiateLevel 3
You can move through enemies and can disrupt foes with precise open-hand technique, flavored here as silent martial control and pressure-point strikes.
- Ability Score ImprovementLevel 4
When you reach 4th level, and again at 8th, you can increase one ability score by 2 or two ability scores by 1. In this build the 8th-level ASI has already been applied to produce the listed final ability scores.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Unarmored Movement ImprovementLevel 6
Your speed bonus from Unarmored Movement increases to 15 feet.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure.
- Creature TypeElfHumanoid
- SizeElfMedium
- SpeedElf30 feet, increased to 35 feet by Wood Elf lineage
- DarkvisionElfYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light, though you can't discern color in darkness.
- Elven Lineage, Wood ElfElfYou know the Druidcraft cantrip. At level 3 you can cast Longstrider once per Long Rest, and at level 5 you can cast Pass without Trace once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this trait, chosen here as Wisdom.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in the Perception skill.
- TranceElfYou don't need to sleep, and you can finish a Long Rest in 4 hours while remaining semiconscious.
- Criminal ContactsCriminal
Criminal contacts and underworld instincts. Blade knows how to find illicit work, recognize coded messages, and move through the hidden economy of thieves, smugglers, and cutpurses, even if the 2024 background rules focus the rules package on feat, skills, tools, and equipment rather than a separate feature.
Spells
3 spellsSpellcasting. BLADE casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will):
1st level:
2nd level:
Gear
9 itemsWeapons
- ShortswordA light, versatile monk blade used for precise strikes.
- 10×DartsSmall balanced throwing darts.
- 2×DaggersA pair of compact blades carried from a criminal past.
Tools
- Thieves' ToolsUsed to open locks and disable traps.
Gear
- Explorer's PackA pack for travel and wilderness movement.
- CrowbarUsed for forcing or prying.
- 2×PouchTwo small pouches for coins and hidden objects.
- Traveler's ClothesPlain travel clothes suited to moving unnoticed.
Purse
- 16×Gold PiecesA small amount of coin from a criminal background.
Appearance
A lean male wood elf with ash-pale skin, sharp silver eyes, and long black hair tied back in a severe knot. He favors a hooded travel cloak over dark layered wraps, fingerless gloves, and soft-soled boots made for silent movement. His frame is wiry rather than broad, built like a blade drawn slow and precise, and he carries himself with a stillness that makes him seem half a shadow even in daylight.
Mannerisms
He speaks in short, measured sentences and often pauses as though weighing the cost of every word. When thinking, he folds his hands inside his sleeves or rests two fingers against the side of his neck, checking his pulse as if it were a reminder to stay calm. He rarely stands in the open if a wall, beam, or shadow can be used instead.
Personality
Quiet, vigilant, and self-contained. Blade is not cruel, but he is merciless when a decision has been made. He values efficiency over spectacle, truth over comfort, and silence over boasting. In battle he is surgical, in conversation he is guarded, and in moments of peace he often looks more dangerous than he does at war.
Ideals
Discipline. A person is strongest when they master themselves, not when they dominate others. Blade believes the world is ruled by appetite, fear, and greed, and that only precise self-control keeps a soul from becoming another monster in the dark.
Bonds
He keeps a single black cord wrapped around his wrist, a remnant from the first person who ever trusted him. He will not let the children of the alleys that sheltered him be swallowed by the same criminal darkness that made him. He still sends coin to the hidden shrine where he trained, even though he never stays long enough to be thanked.
Flaws
Blade trusts very few people, and even fewer without testing them first. He can become obsessed with a target or problem, ignoring comfort, rest, and safer options if he believes the matter is unresolved. When cornered emotionally, he turns cold and cutting, as if distance can solve what honesty cannot.
Quirks
Background
Blade was born among the long-lived folk of the deep woods, but he never learned to love open glades or bright songs. He was the kind of elf who listened more than he spoke, watched more than he joined, and slipped away whenever the world tried to pin him in place. When strangers came through his homeland with lies in their mouths and knives hidden in their sleeves, he learned that patience, silence, and timing could be stronger than rage. He left before he was truly known, carrying only a few old names and the habit of disappearing when trouble turned its gaze toward him. In the cities, Blade survived by becoming useful to people who lived in darkness. He ran messages through back alleys, opened locks that were never meant to be opened, and learned the brutal etiquette of thieves, fixers, and hired cutthroats. Somewhere along the way, he found a monastery that did not preach peace as surrender. Its masters taught that discipline could make a soul as lethal as any poisoned dart, and that restraint was the sharpest edge of all. Blade embraced the path like a vow and a warning. Now he moves like a solitary assassin, but he kills only when he believes the blade itself is cleaner than the world that needs cutting.
“He was the kind of elf who listened more than he spoke, watched more than he joined, and slipped away whenever the world tried to pin him in place.”
- Background
- Criminal
Connections
Species
Elf
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