Hayburd Cinders

3 Level (0/2700 XP for level-up) Elemental Survivor Background Eladrin Kenku Race / Species / Heritage Chaotic Neutral Alignment
Monk -
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
6
-2
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
15
+2
CHA
15
+2
23
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Focus Points
Spellcasting ...
+6 Attack mod
WIS Ability
+2 Abi Mod
16 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
-2 Athletics STR
+2 Deception CHA
+0 History INT
+2 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
1911 Light Pistol +6 DEX 1d8+4 Piercing
 Ammunition, Ranged (50/200), Light, Reload (1)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Produce Flame 1 action 30 ft. 10 minutes 1d8
 Notes:A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 action Self (15 ft. cone) Instantaneous 3d6
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Flame Blade 1 bonus action self 10 minutes 3d6 Fire
 Notes:You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Kenku Reflexes
You have proficiency in the Acrobatics and Stealth skills.

Perfect Memory
You can accurately recall anything you have seen or heard within the past year.


Fey Step
If you take this trait, you will be considered an Eladrin. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. When you reach 3rd level, your Fey Step trait gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.

Autumn. Immediately after you use your FeyStep, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Necrotic Resistance
You have resistance to necrotic damage.

Cleansing Fire: When you choose this way at 3rd level, you gain access to the following abilities:


  • By spending two Ki points, you can cast either of these spells: Burning Hands and Flame Blade.




  • You have the ability to sear wounds. By spending a Ki point and using your action, you can summon fire into your palm and touch an open wound, healing the creature equal to your martial arts die + Wisdom modifier.




  • While you hit your opponents with your flurry of blows, you deal an extra 1d4 fire damage on each attack that is granted to you by the flurry of blows.




Dexterous Attacks.

  • You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.




Unarmored Defense.

  • While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.





Monk's focus.

  • Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

  • Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

  • Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.




  • Elemental Bond. 

    You have a connection to the elemental plane from which your experience originated. By concentrating for 1 minute, you can sense the presence of any portals, rifts, or Elementals tied to that plane within 1 mile of you, as well as their general direction. In addition, creatures native to that plane recognize you as one of their own and are more likely to be friendly toward you. (The plane you chose is Fire, of course. 



    Suplex.
    You have suplexed an owlbear and officially have the confidence to suplex anything and anyone. Dexterity roll, on a d20. Damage will be a d8 (martial die)

    Features & Traits
    10 darts (1d4 piercing, Finesse, Thrown (range 20/60))
    Smithing tools
    Explorer's Pack
    (Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin. Total weight: 55lbs)

    Equipment Copper: 99, Silver: 99, Electrum: 0, Gold: 25, Platinum: 0 Money
    Languages

    • Sylvan

    • Common

    • Ignan



    Proficiencies

    • No armor

    • Simple weapons and martial weapons that have the light property

    • Smithing tools

    • Guitar



    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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    Created by

    Athomyn.

    Statblock Type

    Character Sheet (2020)

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