5e Trinkets Monk
Str Dex Con Int Per Cha
8 [-1] 18 [+4] 12 [+1] 10 [+0] 18 [+4] 10 [+0]

Aarakocra, Far Traveller - Emissary, Monk [Way of the Sun Soul- 13]

HP: 81
Movement: 55ft
Saving Throws: Dexterity, Intelligence
AC: 18 [10+Dex+Wis]

Skills: Acrobatics, Stealth, Insight, Perception
Tools: Dice
Languages: Common, Aarakocra, Auran
Weapons: Simple weapons, Shortswords


  • Martial Arts: Use Dex on unarmed attacks. Unarmed attacks do D8 damage. Attacks count as magical.
  • Deflect Missiles: Use Reaction to reduce a ranged weapon attack damage by D10+Dex+Monk Level. If it is reduced to 0, spend 1 Ki point to send weapon back (counts as monk weapon).
  • KI: [DC17 8+Prof+Wis] 13 points
    • Flurry of Blows: Attack unarmed twice as a bonus action
    • Patient Defense: Dodge as a bonus action.
    • Step of the Wind: Disengage or Dash as a bonus action. Double jump distance.
    • Stunning Strike: Enemy must pass Con save or be stunned for 1 round.
  • Unarmoured Movement: +20ft Movement. Count walls and liquids as solid for the sake of movement.
  • Slowfall: Use a reaction to reduce fall damage by 5x Monk Level.
  • Stillness of Mind: End an effect that is causing you to be frightened or charmed as a reaction.
  • Purity of Body: Immune to Disease and Poison.
  • Evasion: Take no damage from a passed Dex save, ½ damage from failed.
  • Extra Attack: Attack twice as an Action.
  • Radiant Sun Bolt: 30 ft range radiant damage that deals monk dice +dex bonus in damage. When used can use a ki point to use this with flurry of blows.
  • Searing Arc Strike: After you take the attack action on your turn spend 2 ki points to cast burning hands as a bonus action. For every extra ki point spent the spell is cast at 1 level higher to a max of half your monk level.
  • Searing Sunburst: As an action you can cast a ball of radiant damage with a range of 150 ft with a 20 ft radius. Creatures in the radius must make a con saving throw or take 2d6 radiant damage. Can spend up to 3 ki points while doing this to increase the damage by 2d6 per ki point spent.
  • Mobile: Speed increases by 10 feet. When using the dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • Tongue of the Sun and Moon: Can understand all spoken languages, and if the target speaks a language, can understand what Videl is saying.


  • Quarterstaff

P1: I have a strong code of honor or sense of propriety that others don't comprehend.
P2: I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
Ideal: I'm far from home, and everything is strange and wonderful! [Chaotic]
Bond:My freedom is my most precious possession. I' ll never let anyone take it from me again
Flaw:I have a weakness for the new intoxicants and other pleasures of this land.

Videl was brought up as part of a brood in the air realm that was centred around martial arts and the pursuance of a balanced body. Aaracokrans had been being pulled through to the material realm against their will, and Videl was tasked with making the journey across to find out what was happening. Air cultists had been summoning the Aaaracokran and enslaving them, Videl confronted the cultists and was quickly beaten and in the process one of her wings was rendered useless.
An Aaracokran unable to fly is useless in the air cult so she was cast out where she bounced from town to town drowing her sorrows until she came across Greenest. Fae built a replacement wing for Videl as it was an interesting challenge for her. Videl, now indebted to Fae, worked as a gofer for rare items that Fae required.

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