Ark Welder
Ark Welder
Sheet
AC 9 · HP 23 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
18 featuresBonus action
- Martial Arts Bonus Strike
When Ark takes the Attack action with an Unarmed Strike or Monk weapon.
After taking the Attack action with an Unarmed Strike or Monk weapon, Ark can make one Unarmed Strike as a Bonus Action.
- Flurry of Blows
When After taking the Attack action.
Ark spends 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
- Patient Defense
When Ark’s turn.
Ark can 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 Ark’s turn.
Ark can take the Dash action as a Bonus Action, or spend 1 Focus Point to take both Disengage and Dash as a Bonus Action. His jump distance is doubled for the turn when he spends the Focus Point.
- Martial ArtsLevel 1
Ark’s training grants proficiency with Unarmed Strikes and Monk weapons. While unarmored and not wielding a Shield, he can use Dexterity instead of Strength for the attack and damage rolls of his Unarmed Strikes and Monk weapons, use a d6 Martial Arts die for those attacks, and make one Unarmed Strike as a Bonus Action after taking the Attack action with an Unarmed Strike or Monk weapon.
- TraitDwarfStonecunning, as a Bonus Action, Ark can activate Tremorsense with a range of 60 feet for 10 minutes. He can use this feature a number of times equal to his Proficiency Bonus per Long Rest, and must be touching a stone surface to use it.
Reaction
- Deflect AttacksLevel 3
When An attack dealing Bludgeoning, Piercing, or Slashing damage hits Ark.
Ark reduces incoming Bludgeoning, Piercing, or Slashing damage by 1d6 plus 4 as a Reaction.
- Slow FallLevel 4
When Ark falls.
Ark reduces falling damage by up to 20.
Always on
- Unarmored DefenseLevel 1
While Ark is not wearing armor or wielding a Shield, his base Armor Class equals 10 plus his Dexterity modifier plus his Wisdom modifier.
- Monk’s FocusLevel 2
Ark has 4 Focus Points, regained after a Short or Long Rest. He knows Flurry of Blows, Patient Defense, and Step of the Wind. Focus save DC: 9.
- Unarmored MovementLevel 2
Ark’s Speed increases by 10 feet while he is not wearing armor or wielding a Shield.
- Uncanny MetabolismLevel 2
When Ark rolls Initiative, he can regain all expended Focus Points and regain 1d6 plus 4 Hit Points. Once used, this feature cannot be used again until a Long Rest.
- Warrior of the Open HandLevel 3
Ark’s chosen subclass is Warrior of the Open Hand. When he hits with Flurry of Blows, he can impose one of these effects on each affected target: addle, forcing the target to make a Constitution save or be unable to make Opportunity Attacks until the start of Ark’s next turn; push, moving the target up to 15 feet away; or topple, forcing the target to make a Dexterity save or have the Prone condition.
- Ability Score ImprovementLevel 4
Ark gains a general feat or another eligible feat for which he qualifies. With the provided final ability scores, no ability score increase is applied.
- TraitDwarfDarkvision, Ark can see in dim light within 120 feet as if it were bright light and in darkness as if it were dim light, though darkness appears gray.
- TraitDwarfDwarven Resilience, Ark has Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition.
- TraitDwarfDwarven Toughness, Ark’s Hit Point maximum increases by 1, and it increases by 1 again whenever he gains a level.
- AlertCriminal
Ark has the Alert Origin feat. He adds his Proficiency Bonus to Initiative according to the feat’s normal rules, and after rolling Initiative he can swap his result with a willing ally’s result in the same combat. His criminal training also grants proficiency with Sleight of Hand, Stealth, and Thieves’ Tools.
Gear
8 itemsWeapons
- 2×DaggerA pair of light, easily concealed blades used for close work and emergency defense.
- QuarterstaffA simple walking staff that doubles as a Monk weapon.
Tools
- Thieves’ ToolsA set of specialized picks, probes, files, and tension tools for opening locks and disabling traps.
Gear
- CrowbarA compact iron bar useful for forcing doors, prying crates, and levering loose stones.
- 2×PouchSmall belt pouches for coins, wires, chalk, or other items Ark does not want seen.
- Traveler’s ClothesHard-wearing clothes suitable for travel, climbing, and blending into crowded districts.
- Explorer’s PackA practical pack containing bedroll, mess kit, tinderbox, rations, rope, waterskin, and other basic travel supplies.
Purse
- 27×Gold PiecesStarting coin retained after selecting the class and background equipment packages.
Appearance
Ark Welder is a compact male dwarf with soot-darkened copper hair, a square beard braided with bits of broken chain, and gray eyes that constantly scan exits, hands, and rooftops. His knuckles are scarred from years of fighting in cramped alleys and forge tunnels. He wears patched charcoal-gray travel clothes beneath a sleeveless leather vest, with a red scarf wrapped around one wrist and a set of thieves’ tools hidden in his belt. His movements are quick but slightly awkward, as though his body is always compensating for his poor balance and limited natural grace.
Mannerisms
Ark constantly tests the weight of objects in his hands, taps doorframes twice before entering, and turns his head toward every metallic sound. When thinking, he rolls a thieves’ pick across his knuckles. When angry, he becomes unnervingly polite and starts addressing people by their full names.
Personality
Ark is restless, observant, and cheerfully irreverent. He treats every room as a puzzle, every powerful person as a potential criminal, and every frightened stranger as someone who might need an ally. He is more comfortable in a locked workshop or a dark alley than at a formal table, but he tries hard to be kind even when his methods are disruptive.
Ideals
Freedom. No one should be owned by a guild, gang, noble, prison, prophecy, or fear. If a chain is unjust, break it, even if the noise brings trouble.
Bonds
The names of every person rescued from the Black Rivets are written in a coded ledger hidden beneath Ark’s floorboards. He will risk almost anything to protect those people and to destroy the gang’s remaining influence.
Flaws
Ark cannot resist proving that a supposedly impossible lock, trap, or escape route can be beaten. He is suspicious of authority even when authority is genuinely trying to help, and his habit of running before thinking has repeatedly endangered people who trusted him.
Quirks
Background
Ark Welder was born in a dwarf-run repair district beneath a city whose upper streets belonged to nobles and whose lower tunnels belonged to gangs. His family forged hinges, locks, manacles, and machine parts, but Ark learned early that every lock was also a question. He became a runner for the Black Rivet crew, carrying messages through furnace halls, stealing ledgers from corrupt merchants, and slipping into places where a larger dwarf could never fit. He was never especially strong or clever, but he had a stubborn instinct for noticing danger a heartbeat before it arrived. When the Black Rivets began extorting refugees and selling children’s names to bounty hunters, Ark sabotaged their operation. He replaced their weapons with brittle counterfeits, opened every holding cell, and left the gang’s account books nailed to the courthouse door. The crew caught him before he could escape, breaking two fingers and throwing him into an abandoned monastery furnace shaft. There, an old wandering monk found him alive and taught him that discipline was not the same as obedience. Ark became a monk because it gave structure to his restless hands and because every strike, lock, and evasive step reminded him that no tyrant owns the space around another person. He now travels as a rescuer, burglar, and occasional saboteur, stealing from those who hoard power and using the proceeds to repair the damage he helped create.
“His family forged hinges, locks, manacles, and machine parts, but Ark learned early that every lock was also a question.”
- Background
- Criminal
Connections
Species
Dwarf
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