Green
Green
Sheet
AC 15 · HP 73 · 50 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
27 featuresBonus action
- Flurry of Blows
When After taking the Attack action
Green makes two unarmed strikes as a bonus action after taking the Attack action, spending 1 ki point.
- Patient Defense
When Bonus action
Green spends 1 ki point to Dodge as a bonus action.
- Step of the Wind
When Bonus action
Green spends 1 ki point to Dash or Disengage as a bonus action, and his jump distance is doubled for the turn.
- Whirling Sword Form
When Attack action
Green makes two melee attacks with Gleam or another monk weapon, then can make an unarmed strike as a bonus action.
- Martial ArtsLevel 1
Green can use Dexterity instead of Strength for monk weapons and unarmed strikes. His unarmed strikes deal 1d6 damage. When he uses the Attack action with an unarmed strike or monk weapon, he can make one unarmed strike as a bonus action. He can make two unarmed strikes as a bonus action by spending 1 ki point.
- Shadow StepLevel 6
As a bonus action, Green can teleport up to 60 feet to an unoccupied space he can see that is in dim light or darkness. He then has advantage on the first melee attack he makes before the end of the turn.
Reaction
- Slow FallLevel 4
Green can reduce falling damage by 50 points as a reaction.
Always on
- Stunning StrikeLevel 5
When When a melee weapon attack hits
Green spends 1 ki point when he hits with a melee weapon attack, forcing the target to make a DC 15 Constitution saving throw or become stunned until the end of Green's next turn.
- Unarmored DefenseLevel 1
While unarmored and not using a shield, Green's AC equals 10 + his Dexterity modifier + his Wisdom modifier.
- KiLevel 2
Green has 10 ki points, regained after a short or long rest. Ki features include Flurry of Blows, Patient Defense, and Step of the Wind. Ki save DC is 14.
- Unarmored MovementLevel 2
Green's speed increases by 20 feet while unarmored and not using a shield. He can run along vertical surfaces and across liquids during his turn without falling during the movement.
- Deflect MissilesLevel 3
Green can deflect or reduce the damage of ranged weapon attacks with his reaction. If he reduces the damage to 0, he can spend 1 ki point to catch and make a ranged attack with the projectile.
- Monastic Tradition, Way of ShadowLevel 3
Green gains the Way of Shadow features Shadow Arts and Shadow Step.
- Shadow ArtsLevel 3
Green can use 2 ki points to cast darkness, darkvision, pass without trace, or silence without material components. He can also use minor illusion at will.
- Ability Score ImprovementLevel 4
Green can use his Ability Score Improvement to increase one ability score by 2, two ability scores by 1, or take a feat. He increases Wisdom by 2, from 15 to 17.
- Extra AttackLevel 5
Green can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ki-Empowered StrikesLevel 6
Green's unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Stillness of MindLevel 7
Green can use his action to end one effect on himself causing him to be charmed or frightened.
- EvasionLevel 7
Green's instinctive agility lets him take no damage on a successful Dexterity saving throw against an effect that normally deals half damage, and half damage on a failed save.
- Purity of BodyLevel 10
Green is immune to disease and has resistance to poison damage.
- Ability Score IncreaseHuman+1 to all ability scores
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century
- AlignmentHumanHumans tend toward no particular alignment
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one extra language
- Criminal ContactCriminal
Green has a reliable criminal contact who acts as a source of information and introductions. The contact may be another criminal, a fence, a smuggler, or a corrupt official.
Gear
8 itemsWeapons
- Gleam, +1 shortswordGleam is a +1 magical shortsword. Its blade emits a faint silver glow when drawn and is treated as Green's monk weapon.
- ShortswordA light, nonmagical weapon used for close combat and compatible with Green's Martial Arts feature.
- 10×DartSmall balanced darts suitable for throwing.
Tools
- Thieves' toolsThieves' tools include a small file, lock picks, a small mirror, narrow-bladed scissors, and a pair of pliers.
- Gaming set, knucklebonesA set of weighted knucklebones used for gambling and coded messages.
Gear
- Explorer's packA simple explorer's pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- Dark common clothes with hoodA dark hooded outfit used for covert movement and blending into crowds.
Purse
- Burglar's pack of coinsA pouch containing 15 gold pieces, representing savings and earnings from Green's criminal career.
Appearance
Green is a lean human man of average height, with compact muscle built by years of climbing, running, and striking from impossible angles. His dark brown hair is cut short at the sides and left uneven on top, as though trimmed with a knife between jobs. He wears layered charcoal and moss-green travel clothes, soft wrappings around his hands and feet, and a faded red sash containing several small throwing darts. His most distinctive feature is the way he moves. He keeps his weight slightly forward and favors his left side, as if every room contains an unseen slope or a waiting trap. Before speaking, he takes one quiet breath through his nose and briefly presses his tongue against his upper teeth. His magic shortsword, Gleam, is plain apart from a narrow silver line running through the blade, which glows faintly when drawn.
Mannerisms
Green pauses for one measured breath before answering difficult questions. He keeps his left shoulder slightly ahead of his right, silently maps exits with his eyes, and rolls Gleam's pommel between his fingers whenever someone mentions a magistrate or noble house.
Personality
Green is observant, dryly humorous, and disconcertingly patient. He prefers to listen until people reveal what they believe they are hiding. He is courteous to servants, children, messengers, and anyone carrying something heavy, but becomes deliberately irritating around officials who confuse status with virtue. He enjoys bad riddles, rooftop views, and repairing locks that no longer need to be opened.
Ideals
Freedom. No authority deserves obedience merely because it has guards, laws, or a seal. People should be judged by what they protect when no one is watching.
Bonds
Gleam was entrusted to him by a dying guardian, and Green will never allow the sword to become a trophy for a ruler, collector, or temple that values ownership over purpose.
Flaws
He treats every favor as a possible debt and every locked door as a personal insult. Green is also incapable of leaving a powerful person's secrets untouched, even when exposing them would endanger people who trusted him.
Quirks
Background
Green was born in a crowded river district where names were often shortened by necessity. His mother called him Gregor until the local children reduced it to Green, first because of his habit of wearing the same moss-colored coat, then because he never corrected anyone. He learned early that a city had rhythms like a living thing. Watch patrols breathed in patterns, tavern doors creaked before they opened, and wealthy men looked in the wrong direction whenever they lied. Green became a courier, then a lookout, and finally a burglar who could cross a tiled roof without waking the pigeons. The sword came from a locked shrine beneath an abandoned countinghouse. Green had been hired to steal a ledger, but the ledger was guarded by a dying monk who asked him to carry Gleam away before the city magistrate's men found it. The blade was not powerful in the grand, thunderous sense. It simply refused to break, shone with its own cold light, and seemed to turn toward those who intended cruelty. Green brought it to a remote monastery, expecting punishment. Instead, the monks recognized that he already understood their central lesson, every escape was a choice about what not to destroy. He trained under them for seven years, keeping his criminal instincts while redirecting them toward sabotage, rescue, and the quiet dismantling of tyrants. He still steals, but now he steals keys, weapons, contracts, and the confidence of people who believe no one can reach them.
“He learned early that a city had rhythms like a living thing.”
- Background
- Criminal
Connections
Species
Human
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