Hareth Nevitash Character Sheet

Season:
Eberron
Race:
Kalashtar
Class:
Monk
Background:
Acolyte
Lifestyle:
Poor
Current Level:
11
Total GP:
1102
Total Downtime:
280
Tag:
Faction:
None
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
3
Magic Item Limit:
6
Lantern of Revealing,
Necklace of Adaptation,
Belt of Dwarvenkind

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▲ Magic Items
2023-08-13 19:21 DDAL-EB-06 The Last Word 1 -10 10 Show

Found 20GP
Bought Fine Clothes (-30GP)

2023-09-25 22:45 DDAL-EB-06 The Last Word 2 1 360 10 Show

10 Gold stolen from Sir Hergen von Mint

Bonus Reward 3
100 GP + Potion of Greater Healing


Legacy Events:

3. Runaway Lovers

Ihr habt Orsino und Cesaria geholfen, zu entkommen und sich gemeinsam ein neues Leben aufzubauen. Sie sind auf ewig dankbar für eure Hilfe.

1x während der OoW-Kampagne, egal in welchem Adventure, könnt ihr Orsino um Hilfe bitten. Ihr braucht mindestens acht Stunden freie Zeit um ihn zu kontaktieren.

Orsino's Spionagenetzwerk kann euch drei Fragen beantworten (wie durch den Commune Spell).

Wenn eine Person der Gruppe diesen Legacy Event einlöst, müssen sich alle Mitglieder der Gruppe diesen als benutzt markieren oder ganz streichen.

2023-10-02 19:47 DDAL-EB-07 Song of the Sky 1 10 Show
2023-10-15 19:41 DDAL-EB-07 Song of the Sky 2 10 Show
2023-10-22 20:49 DDAL-EB-07 Song of the Sky 3 1 324 10 Necklace of Adaptation Show

1 GP ausgegeben

Belohnung von Flame Wind:
200GP

Von Irrluan gelooted:
Necklace of Adaptation

Legacy Events:

1. Emerald Claw Captive (a)

(+25 GP Anteil von Diamante abgegeben)

Ihr habt die Emerald Claw Agentin Irullan Karnach lebendig gefangen genommen. Am Ende dieses Abenteuers müsst ihr entscheiden, was ihr mit ihr machen wollt:

a) Übergebt sie den brelischen Autoritäten und erhaltet dafür eine Belohnung von 100 GP.

b) Behaltet sie als eure Gefangene. Während sie am Leben ist, müsst ihr 10 GP am Ende jedes Abenteuers bezahlen, um die Ausgaben für ihre Einkerkerung zu decken. Falls ihr Zugang zu einer eigenen Zelle habt, könnt ihr sie ohne Unkosten als Gefangene halten.

c) Exekutiert sie.

3. Mark of the Sphinx

Ihr habt Sky Blue zur Sphinx Flamewind gebracht, die ihr ein beschützendes Amulett zum Tragen gegeben hat. Flamewind bat euch, auf das Mädchen aufzupassen, und versprochen, in Kontakt zu bleiben.

4. The Show Must Go On

Der Barde Stormflower hat euch geholfen, Sky Blue zu retten und fühlt sich nun verpflichtet, eure Legende in Liedern zu schmieden.

Falls du (einzelner Spieler) ein Lied von mindestens drei Strophen schreibst und es dem DM vor dem Spielen von DDAL-EB-08 Parliament of Gears übergibst, macht Stormflower dich zu einem Ehrenmitglied des "Circle of Song", einer geheimen Verbindung von Barden und Unterhaltungskünstlern.

2022-10-02 22:57 DDAL-EB-01 The Night Land 1 10 Show
2023-10-22 21:30 DDAL-EB-08 Parliament of Gears 1 -5 10 Show

-5 GP
an Mitglieder einer Prozession von Geflüchteten aus Cyre gespendet

2023-11-05 20:46 DDAL-EB-08 Parliament of Gears 2 10 Show
2023-06-24 21:19 Purchase Log -10 Show Purchase

Discounted Healing Service:
-10GP for 2 Cure Wounds

2022-09-12 14:12 Purchase Log 4 Show Purchase

sell:
1x Shortsword 10gp (+5gp)
buy:
Weavers' Tools 1gp (-1gp)

2022-10-23 22:04 Purchase Log -1 Show Purchase

Bought:
20x Dart 5cp(-1gp)

2023-06-11 19:52 Purchase Log -50 Show Purchase

Bought:
Potion of Healing (-50GP)

2022-09-12 10:47 Charcter Creation 15 Show

Race: Kalashtar
Point buy:
STR: 9 DEX: 14 CON: 14 INT: 10 WIS: 14(16) CHA: 11(14)
Ability Score Increase: WIS +2, CHA +1
Dual Mind
You have advantage on all Wisdom saving throws.
Mental Discipline
You have resistance to psychic damage.
Mind Link
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed from Dreams
Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Languages: You can speak, read, and write Common, Quori, and one other language of your choice.(Elvish)
/
Background: Acolyte
Skill Proficiencies: Religion, Perception
Languages: Celestial, Dwarvish
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.
Feature:
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Background Feat:
Skilled:
You gain proficiency in any combination of three skills or tools of your choice.
| Survival
| Medicine
| Athletics
/
Class: Monk
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Armor: None
Weapons: Simple weapons, Shortswords
Tools: Choose one type of artisan’s tools or one musical instrument (Weaver's Tools)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Insight, Acrobatics)
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
/
Unarmored Defense:
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
/
Martial Arts:
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

2023-10-22 21:26 Purchase Log -500 Show Purchase

Gold given to Brumnir for Spell Scrolls

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
2023-08-13 19:21 DDAL-EB-06 The Last Word 1 10 Show

Found 20GP
Bought Fine Clothes (-30GP)

2023-09-25 22:45 DDAL-EB-06 The Last Word 2 10 Show

10 Gold stolen from Sir Hergen von Mint

Bonus Reward 3
100 GP + Potion of Greater Healing


Legacy Events:

3. Runaway Lovers

Ihr habt Orsino und Cesaria geholfen, zu entkommen und sich gemeinsam ein neues Leben aufzubauen. Sie sind auf ewig dankbar für eure Hilfe.

1x während der OoW-Kampagne, egal in welchem Adventure, könnt ihr Orsino um Hilfe bitten. Ihr braucht mindestens acht Stunden freie Zeit um ihn zu kontaktieren.

Orsino's Spionagenetzwerk kann euch drei Fragen beantworten (wie durch den Commune Spell).

Wenn eine Person der Gruppe diesen Legacy Event einlöst, müssen sich alle Mitglieder der Gruppe diesen als benutzt markieren oder ganz streichen.

2023-10-02 19:47 DDAL-EB-07 Song of the Sky 1 10 Show
2023-10-15 19:41 DDAL-EB-07 Song of the Sky 2 10 Show
2023-10-22 20:49 DDAL-EB-07 Song of the Sky 3 10 Show

1 GP ausgegeben

Belohnung von Flame Wind:
200GP

Von Irrluan gelooted:
Necklace of Adaptation

Legacy Events:

1. Emerald Claw Captive (a)

(+25 GP Anteil von Diamante abgegeben)

Ihr habt die Emerald Claw Agentin Irullan Karnach lebendig gefangen genommen. Am Ende dieses Abenteuers müsst ihr entscheiden, was ihr mit ihr machen wollt:

a) Übergebt sie den brelischen Autoritäten und erhaltet dafür eine Belohnung von 100 GP.

b) Behaltet sie als eure Gefangene. Während sie am Leben ist, müsst ihr 10 GP am Ende jedes Abenteuers bezahlen, um die Ausgaben für ihre Einkerkerung zu decken. Falls ihr Zugang zu einer eigenen Zelle habt, könnt ihr sie ohne Unkosten als Gefangene halten.

c) Exekutiert sie.

3. Mark of the Sphinx

Ihr habt Sky Blue zur Sphinx Flamewind gebracht, die ihr ein beschützendes Amulett zum Tragen gegeben hat. Flamewind bat euch, auf das Mädchen aufzupassen, und versprochen, in Kontakt zu bleiben.

4. The Show Must Go On

Der Barde Stormflower hat euch geholfen, Sky Blue zu retten und fühlt sich nun verpflichtet, eure Legende in Liedern zu schmieden.

Falls du (einzelner Spieler) ein Lied von mindestens drei Strophen schreibst und es dem DM vor dem Spielen von DDAL-EB-08 Parliament of Gears übergibst, macht Stormflower dich zu einem Ehrenmitglied des "Circle of Song", einer geheimen Verbindung von Barden und Unterhaltungskünstlern.

2022-10-02 22:57 DDAL-EB-01 The Night Land 1 10 Show
2023-10-22 21:30 DDAL-EB-08 Parliament of Gears 1 10 Show

-5 GP
an Mitglieder einer Prozession von Geflüchteten aus Cyre gespendet

2023-11-05 20:46 DDAL-EB-08 Parliament of Gears 2 10 Show
2023-06-24 21:19 Purchase Log Show Purchase

Discounted Healing Service:
-10GP for 2 Cure Wounds

2022-09-12 14:12 Purchase Log Show Purchase

sell:
1x Shortsword 10gp (+5gp)
buy:
Weavers' Tools 1gp (-1gp)

2022-10-23 22:04 Purchase Log Show Purchase

Bought:
20x Dart 5cp(-1gp)

2023-06-11 19:52 Purchase Log Show Purchase

Bought:
Potion of Healing (-50GP)

2022-09-12 10:47 Charcter Creation Show

Race: Kalashtar
Point buy:
STR: 9 DEX: 14 CON: 14 INT: 10 WIS: 14(16) CHA: 11(14)
Ability Score Increase: WIS +2, CHA +1
Dual Mind
You have advantage on all Wisdom saving throws.
Mental Discipline
You have resistance to psychic damage.
Mind Link
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed from Dreams
Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Languages: You can speak, read, and write Common, Quori, and one other language of your choice.(Elvish)
/
Background: Acolyte
Skill Proficiencies: Religion, Perception
Languages: Celestial, Dwarvish
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.
Feature:
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Background Feat:
Skilled:
You gain proficiency in any combination of three skills or tools of your choice.
| Survival
| Medicine
| Athletics
/
Class: Monk
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Armor: None
Weapons: Simple weapons, Shortswords
Tools: Choose one type of artisan’s tools or one musical instrument (Weaver's Tools)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Insight, Acrobatics)
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
/
Unarmored Defense:
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
/
Martial Arts:
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

2023-10-22 21:26 Purchase Log Show Purchase

Gold given to Brumnir for Spell Scrolls

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
2023-08-13 19:21 DDAL-EB-06 The Last Word 1 -10 10 Show

Found 20GP
Bought Fine Clothes (-30GP)

2023-09-25 22:45 DDAL-EB-06 The Last Word 2 360 10 Show

10 Gold stolen from Sir Hergen von Mint

Bonus Reward 3
100 GP + Potion of Greater Healing


Legacy Events:

3. Runaway Lovers

Ihr habt Orsino und Cesaria geholfen, zu entkommen und sich gemeinsam ein neues Leben aufzubauen. Sie sind auf ewig dankbar für eure Hilfe.

1x während der OoW-Kampagne, egal in welchem Adventure, könnt ihr Orsino um Hilfe bitten. Ihr braucht mindestens acht Stunden freie Zeit um ihn zu kontaktieren.

Orsino's Spionagenetzwerk kann euch drei Fragen beantworten (wie durch den Commune Spell).

Wenn eine Person der Gruppe diesen Legacy Event einlöst, müssen sich alle Mitglieder der Gruppe diesen als benutzt markieren oder ganz streichen.

2023-10-02 19:47 DDAL-EB-07 Song of the Sky 1 10 Show
2023-10-15 19:41 DDAL-EB-07 Song of the Sky 2 10 Show
2023-10-22 20:49 DDAL-EB-07 Song of the Sky 3 324 10 Necklace of Adaptation Show

1 GP ausgegeben

Belohnung von Flame Wind:
200GP

Von Irrluan gelooted:
Necklace of Adaptation

Legacy Events:

1. Emerald Claw Captive (a)

(+25 GP Anteil von Diamante abgegeben)

Ihr habt die Emerald Claw Agentin Irullan Karnach lebendig gefangen genommen. Am Ende dieses Abenteuers müsst ihr entscheiden, was ihr mit ihr machen wollt:

a) Übergebt sie den brelischen Autoritäten und erhaltet dafür eine Belohnung von 100 GP.

b) Behaltet sie als eure Gefangene. Während sie am Leben ist, müsst ihr 10 GP am Ende jedes Abenteuers bezahlen, um die Ausgaben für ihre Einkerkerung zu decken. Falls ihr Zugang zu einer eigenen Zelle habt, könnt ihr sie ohne Unkosten als Gefangene halten.

c) Exekutiert sie.

3. Mark of the Sphinx

Ihr habt Sky Blue zur Sphinx Flamewind gebracht, die ihr ein beschützendes Amulett zum Tragen gegeben hat. Flamewind bat euch, auf das Mädchen aufzupassen, und versprochen, in Kontakt zu bleiben.

4. The Show Must Go On

Der Barde Stormflower hat euch geholfen, Sky Blue zu retten und fühlt sich nun verpflichtet, eure Legende in Liedern zu schmieden.

Falls du (einzelner Spieler) ein Lied von mindestens drei Strophen schreibst und es dem DM vor dem Spielen von DDAL-EB-08 Parliament of Gears übergibst, macht Stormflower dich zu einem Ehrenmitglied des "Circle of Song", einer geheimen Verbindung von Barden und Unterhaltungskünstlern.

2022-10-02 22:57 DDAL-EB-01 The Night Land 1 10 Show
2023-10-22 21:30 DDAL-EB-08 Parliament of Gears 1 -5 10 Show

-5 GP
an Mitglieder einer Prozession von Geflüchteten aus Cyre gespendet

2023-11-05 20:46 DDAL-EB-08 Parliament of Gears 2 10 Show
2023-06-24 21:19 Purchase Log -10 Show Purchase

Discounted Healing Service:
-10GP for 2 Cure Wounds

2022-09-12 14:12 Purchase Log 4 Show Purchase

sell:
1x Shortsword 10gp (+5gp)
buy:
Weavers' Tools 1gp (-1gp)

2022-10-23 22:04 Purchase Log -1 Show Purchase

Bought:
20x Dart 5cp(-1gp)

2023-06-11 19:52 Purchase Log -50 Show Purchase

Bought:
Potion of Healing (-50GP)

2022-09-12 10:47 Charcter Creation 15 Show

Race: Kalashtar
Point buy:
STR: 9 DEX: 14 CON: 14 INT: 10 WIS: 14(16) CHA: 11(14)
Ability Score Increase: WIS +2, CHA +1
Dual Mind
You have advantage on all Wisdom saving throws.
Mental Discipline
You have resistance to psychic damage.
Mind Link
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed from Dreams
Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Languages: You can speak, read, and write Common, Quori, and one other language of your choice.(Elvish)
/
Background: Acolyte
Skill Proficiencies: Religion, Perception
Languages: Celestial, Dwarvish
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.
Feature:
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Background Feat:
Skilled:
You gain proficiency in any combination of three skills or tools of your choice.
| Survival
| Medicine
| Athletics
/
Class: Monk
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Armor: None
Weapons: Simple weapons, Shortswords
Tools: Choose one type of artisan’s tools or one musical instrument (Weaver's Tools)
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (Insight, Acrobatics)
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
/
Unarmored Defense:
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
/
Martial Arts:
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

2023-10-22 21:26 Purchase Log -500 Show Purchase

Gold given to Brumnir for Spell Scrolls