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Axel SteelWorker in Dungeons & Dragons 5e

Axel SteelWorker

6 Level (0/23000 XP for level-up) Folk Hero Background Human Race / Species / Heritage Neutral Good Alignment
Kensei Monk
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR 14

+2

DEX 17

+3

CON 14

+2

INT 12

+1

WIS 8

-1

CHA 12

+1

45
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
45
Speed (walk/run/fly)
12
Passive Perception
6 / 6
Ki
1 / 1
Chromatic Orb
4 / 4
Energy Capsules
1 / 1
Luck Point
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+1 Deception CHA
+1 History INT
+2 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Zoe's Mechanical Tonfa +6 DEX 1d6+3 Bludgeoning
 Finesse Light, As a bonus action you can use prefabricated cores installed by Zoe.
Attacks

Likes Sweet things, Likes food and will eat almost anything.



  1. Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.



  1. Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.



  1. Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.



  1. Path of the Kensei When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits: Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above. Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.



  1. One with the Blade At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.


(Lucky) Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.


Has Strixhaven Initiate




Features & Traits



Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.


Mastery: Swift. Swift weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon's normal damage type.



Zoe's Mechanical Tonfa- 1d6 Bludgeoning, Finesse, Light As a bonus action you can use prefabricated cores installed by Zoe. Installed in the weapons are slots for capsules that Zoe gave Axel with the weapons.


When inserted into the tonfas as a bonus action, the tonfas gain additional properties. You gain 4 capsules per short rest.


Wind Ward- A capsule will be used to produce a flowing veil around the user increasing their AC by 1 for 3 turns.


Propulsion Blast- A capsule will burst creating a blast of wind moving the user 10 feet in any direction without provoking opportunity attacks


Condensed Shot- A capsule will build up pressure before being used to unleash a controlled shot of wind. When used the attacker will gain a +2 to hit and deal an additional 1d4 force damage on hit.





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 91, Platinum: 0 Money
Common, Draconic

Languages & Proficiencies

Kinda reserved but can speak alot. Eats alot. talks about food too much. Clumzy.





Personality Traits


Dislikes People who have bad taste in food, Bullies, People who disrespect his master.




Ideals

Looks up to his Master Elnys, Is Aquainted with Zoe.





Bonds

Is Head Empty sometimes, Has a weird obsession with his master (In a "I want't to Impress/Honor" way). Can be in his own head too much, Likes food and will eat almost anything. Eats alot. talks about food too much. Is kinda reserved... Sometimes.




Flaws
<p><p>Orphan: Grew up in an Orpanage and Was Trained in the art of combat by his Master Elnys. Sometime his Master Strangley Disappeared, No one In his village remembers her. now Axel set off hoping to find out what happend to her.</p></p>
<p><p></p Fortunes: The World Inverted, The Magician, Charriot, </p>
<p><p></p></p>
<p></p> Mystireous Guy with Time powers shows up.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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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