Sol
Sol
Sheet
AC 13 · HP 21 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- ReligionINT
- StealthDEX
Weapons
Tools
Languages
Features
16 featuresBonus 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. You can also take the Disengage action as part of this if you use the 2024 updated monk features.
- Step of the Wind
When On your turn
Spend 1 Focus Point to take the Disengage and Dash actions. Your jump distance is doubled.
- Martial ArtsLevel 1
Use Dexterity instead of Strength for unarmed strikes and monk weapons. Martial Arts die is 1d6. Can make one unarmed strike as a Bonus Action after an attack.
- TraitAasimarCelestial Revelation (Transformation as a Bonus Action for 1 minute once per Long Rest)
Always on
- Unarmored DefenseLevel 1
While wearing no armor and not using a shield, your AC equals 10 plus your Dexterity and Wisdom modifiers.
- Monk's FocusLevel 2
You have 3 Focus Points to spend on Flurry of Blows, Patient Defense, or Step of the Wind.
- Uncanny MetabolismLevel 2
When you roll Initiative, you can regain all Focus Points. If you do, you also regain HP equal to your Monk level plus roll your Martial Arts die. Used once per Long Rest.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while not wearing armor or a shield.
- Deflect AttacksLevel 3
Reaction to reduce damage from a melee or ranged attack by 1d10 + 2 (DEX) + 3 (Level). If reduced to 0, you can spend 1 Focus point to redirect the attack.
- Open Hand TechniqueLevel 3
When you hit a creature with an attack from your Flurry of Blows, you can impose Addle, Push, or Topple.
- TraitAasimarDarkvision (60 ft.)
- TraitAasimarCelestial Resistance (Resistance to Necrotic and Radiant damage)
- TraitAasimarHealing Hands (2d4 healing as a Magic action once per Long Rest)
- TraitAasimarLight Cantrip (Charisma based)
- Magic Initiate (Cleric)Acolyte
You know the Guidance and Spare the Dying cantrips. You always have the Bless spell prepared and can cast it once without a spell slot per Long Rest.
Spells
3 spellsSpellcasting. Sol casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot):
Gear
5 itemsWeapons
- SpearA versatile piercing weapon.
- 10×DartsRanged weapons.
Gear
- Holy SymbolAn amulet representing the monastery's patron deity.
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, 50ft rope.
Purse
- 15×Gold PiecesStandard gold coins.
Appearance
Sol is a tall and powerfully built individual with skin that possesses a faint, metallic sheen like polished brass. Her eyes are a solid, glowing amber without pupils, often masked by the shadow of her hood. She wears the simple, practical linens of her former monastery, dyed a deep charcoal. Her hands are calloused but surprisingly graceful, and her posture is that of a soldier constantly scanning her surroundings for threats or structural weaknesses.
Mannerisms
She avoids direct eye contact until she has decided someone is not a threat, and her jaw tightens visibly when anyone tries to order her around.
Personality
Quiet as a grave and careful as a weaver, Sol treats herself as a weapon to be maintained with ritualistic care. She possesses a practical confidence that can be mistaken for coldness. She is socially awkward and emotionally undernourished, having spent more time training than talking. However, those who earn her trust discover a deadpan sense of humor and an impossible loyalty. She is a woman of few words but decisive action.
Ideals
Discipline is the only true shield against a chaotic and dangerous world.
Bonds
I am fiercely protective of the few people who treat me as a person rather than a tool or an omen.
Flaws
I struggle to trust others fully and often assume that everyone has an ulterior motive or a directive to give me.
Quirks
Background
Sol was born in a muddy field during a rare celestial alignment that dyed the sky a deep indigo. Her mother died during the birth, and Sol was taken in by a guild-monastery that specialized in defensive arts and divine scholarship. Though she was raised as an acolyte, the monks never quite claimed her as one of their own, treating her as a celestial curiosity rather than a peer. She grew up within stone walls, learning to move like lightning and hit like a falling hammer, yet she remained an outsider. She eventually left the monastery when she realized their rituals were meant to contain her nature rather than understand it. Now she travels as a protector, applying her soldier's eye to the world outside while searching for the belonging she never found in her childhood home. Her martial discipline is her anchor, the only thing she has that feels entirely her own.
“Her mother died during the birth, and Sol was taken in by a guild-monastery that specialized in defensive arts and divine scholarship.”
- Background
- Acolyte
Connections
Species
Aasimar
Media
0 imagesNo images yet.
Turn Sol into a sheet
A high-res, share-ready sheet you can post or print.