Monk 3
CLASS & LEVEL PLAYER NAME
Michaelangelo (Mikey)
Human Haunted One 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +3 Dexterity
+2 Constitution +1 13 24 --
+2 -1 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
10
• +3 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+1 DEFENSES HIT DICE DEATH SAVES
14 SAVING THROWS INSPIRATION
=== WEAPONS ===
Nunchucks x 2
CONSTITUTION +2 Acrobatics DEX -the nunchucks are your monk weapons
+2 PROFICIENCY BONUS
+2 +2
0
Animal Handling WIS
Arcana INT
=== ARMOUR ===
Natural Armour (Shell)
-can retreat into shelll with Shell Defense
12 +1 Athletics STR
-advantage in STR & CONS saving throws
ABILITY SAVE DC
+1 Deception CHA whenever someone attack him from behind
-1 History INT
INTELLIGENCE
+2 Insight WIS === LANGUAGES ===
+1 +1 Intimidation CHA 50 ft. (Walking) Common, Orc
+1 Investigation INT
8 0 Medicine WIS SPEED
+1 Nature INT PROFICIENCIES & LANGUAGES
WISDOM +2 Perception WIS
+2 Performance CHA === ACTIONS === Patient Defense
+1 +2 Persuasion CHA
Standard Actions
Attack, Dash, Disengage, Dodge, Help, Hide, Ready,
You can spend 1 ki point to take the Dodge action
+2 Religion INT Search, Use an Object, Grapple, Shove, Hide (Shell Step of the Wind
13 Defense), use ki to duplicate spells You can spend 1 ki point to take the Disengage or
P +3 Sleight of Hand DEX Dash action as a bonus action on your turn, and your
Unarmed Strike jump distance is doubled for the turn.
P +3 Stealth DEX
Instead of using a weapon, you can punch, kick,
CHARISMA P +4 Survival WIS head-butt, or use a similar forceful blow. Unarmed Strike
When you use the Attack action with an unarmed
+1 === BONUS ACTIONS ===
Flurry of Blows
strike or a monk weapon on your turn, you can make
one unarmed strike as a bonus action.
After you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes as a === REACTIONS ===
15
bonus action. Please refer next page.
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
12 PASSIVE WISDOM (PERCEPTION)
Unarmed Strike +3 1d4+1 Bludgeoning
Nunchucks (2) +3 1d4+2 Bludgeoning can use both at the same time
12 PASSIVE WISDOM (INSIGHT)
Flurry of Blows +3 1d4+1 Bludgeoning
9 PASSIVE INTELLIGENCE (INVESTIGATION)
Turtle Claw +3 1d4 piercing Can only be used with unarmed hand(s).
If both hands are unarmed, you can do the attack twice.
SENSES WEAPON ATTACKS & CANTRIPS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Monk 3
CLASS & LEVEL PLAYER NAME
Michaelangelo (Mikey)
Human Haunted One 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== MONK FEATURES === === REACTIONS ===
* Monastic Tradition • Way of Shadow
* Martial Arts • Deflect Missiles
While you are unarmed or wielding only monk Monks of the Way of Shadow follow a tradition that You can use your reaction to deflect or catch the
weapons, you can use DEX instead of STR for the values stealth and subterfuge. These monks might be missile when you are hit by a ranged weapon attack.
attack and damage rolls, you can roll your Martial Arts called ninjas or shadowdancers. Sometimes the When you do so, the damage you take from the attack
damage die in place of the normal damage, and when members of a ninja monastery are family members, is reduced by 1d10 +4. If you reduce damage to 0 and
you use the Attack action on your turn, you can make forming a clan sworn to secrecy about their arts and have a free hand, you can spend 1 ki point to make a
one unarmed strike as a bonus action. missions. Other monasteries are more like thieves' ranged attack (as with a monk weapon) with a range of
guilds, hiring out their services to nobles, rich 20/60.
| Unarmed Strike: 1 Bonus Action merchants, or anyone else who can pay their fees.
Regardless of their methods, the heads of these Deflect Missiles Attack
monasteries expect the unquestioning obedience of If you reduce damage to 0 and have a free hand, you
* Ki • their students. can spend 1 ki point to make a ranged attack (as with
You can spend Ki Points to fuel ki features. You have a monk weapon).
3 points per short rest and your Ki save DC is 12. You can use your ki to duplicate the effects of certain
spells. As an action, you can spend 2 ki points to cast
Flurry of Blows - After you take the Attack action on darkness, darkvision, pass without trace, or silence, Shell Defense
your turn, you can spend 1 ki point to make two without providing material components. Additionally, When a creature hit you with an attack, you can use
unarmed strikes as a bonus action. you gain the minor illusion cantrip. your reaction to reduce the damage you take by 1d10
+2 (to a minimum of 0 damage). While using this
Patient Defense - You can spend 1 ki point to take the ***refer to the last page reaction, your head, arms and legs will automatically
Dodge action as a bonus action on your turn. retreat into your turtle shell. The weapon that you are
holding will drop on the floor. On the next round, as a
Step of the Wind - You can spend 1 ki point to take the bonus action, your head, arms and legs will
Disengage or Dash action as a bonus action on your === HUMAN RACIAL TRAITS === automatically reappear before your next action.
turn, and your jump distance is doubled for the turn.
* Languages •
| Ki Points: 3 / Short Rest • Special You can speak, read, and write Common and Orc.
| Flurry of Blows: 1 Bonus Action
| Patient Defense: 1 Bonus Action
| Step of the Wind: 1 Bonus Action
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Nunchucks 2 2 lb. Waterskin 1 2lbs
Turtle Shield 1 6 lb. Holy Symbol 1 --
SP 0 Shell cleaning kit 1 1lb. Holy Water (flask) 1 1 lb.
Empty pizza box 1 1lb. Handcuffs 1 3 lb.
EP 0 Skateboard 1 3 lb. Mirror, Steel 1 0.5 lb.
Backpack 1 5 lb. Oil (flask) 1 1 lb.
GP 1 Picture of Splinter 1 -- Tinderbox 1 1 lb.
Clothes, Robe 1 3 lb. Stake (Wooden) 9 --
PP 0 Crowbar 1 5 lb.
Hammer 1 3 lb.
WEIGHT CARRIED
Piton 10 2.5 lb.
ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
Rope, Hempen (50 feet) 1 10 lb.
PUSH/DRAG/LIFT Tinderbox 1 1 lb.
Torch 10 10 lb.
EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 15 Medium 177cm 180lbs
GENDER AGE SIZE HEIGHT WEIGHT
Michaelangelo (Mikey) Chaotic Neutral Buddhism Green Blue Bald
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
=== Organizations ===
He’s the jocular and energetic member of the
team, always ready with a wisecrack or a
Teenage Mutant Ninja Turtle (TMNT)
quick-witted remark.
Mikey’s optimism is contagious, and he’s a master
of turning any situation into a fun adventure.
PERSONALITY TRAITS
IDEALS
Looks like a turtle. BONDS
He wears an orange
bandana on his eyes. I have certain rituals that I must follow every
day. I can never break them.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Mikey was a normal human. However. one day, The ritual that he has to follow (refer to Flaws) is he
while walking back to his sewer home, he must eat a slice of pizza every single day, or else, he
stumbled upon a glass vial by a roadside, with a will become a chaotic mess and will start playing with
label written "The Greatest Nunchuck Fighter in his nunchuck for no reason & will hit whoever is
the World Potion". With a lot of excitement and nearby.
dream of becoming the best nunchuck fighter, he
consumed the potion without any hesitation.
The next day, he woke up feeling dizzy and
off-balance. He looked at his hands and they
seemed bigger and green in colour, thus he
immediately went in front of the mirror. To his
surprise, his body has changed to become a turtle,
a ninja turtle.
CHARACTER BACKSTORY ADDITIONAL NOTES
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS ===
O Minor Illusions Monastic Traditions -- 30 ft. 1 minute PHB 260
=== DUPLICATE SPELL ===
O Darkvision Monastic Traditions -- Touch 8 hours PHB 230
O Darkness Monastic Traditions -- 60 ft. up to 10 minutes PHB 230 Require concentration
O Pass Without Trace Monastic Traditions -- Self up to 1 hour PHB 261 Require concentration
O Silence Monastic Traditions -- 120 ft. up to 10 minutes PHB 275 Require concentration
SPELLS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.