Level 3 Dragonborn Monk, Way of the Open Hand 900
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Horas
Urchin Neutral Good Paza
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Unarmored Defense. While you are wearing no
STRENGTH Unarmored Defense (Monk) (15) 15 armor and not wielding a shield, your AC equals 15.
PROFICIENCY BONUS +2
8
SHIELD
AC Martial Arts. Your unarmed strike does 1d4+3
damage. You can use Strength or Dexterity for these
N
CIE C
attacks.When you use the Attack action with an
+1 Strength unarmed strike or a monk weapon on your turn,
Y
PROFI
✘
-1 you can make one unarmed strike as a bonus
✘ +5 Dexterity
action. For example, if you take the Attack action
+2 Constitution ARMOR CLASS and attack with a quarterstaff, you can also make an
DEXTERITY
-1 Intelligence
unarmed strike as a bonus action, assuming you
MAXIMUM HIT DICE TEMPORARY haven’t already taken a bonus action this turn.
16 +2 Wisdom
+0 Charisma
24 3d8
Ki. You have 3 Ki Points and your Ki DC is 12
CONDITIONAL
Flurry of Blows (Bonus Action—Ki). Immediately
+3 after you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Patient Defense (Bonus Action—Ki). You can spend
SAVING THROWS
1 ki point to take the Dodge action on your turn.
14 N
CIE C
+5 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Step of the Wind (Bonus Action—Ki). You can spend
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION 1 ki point to take the Disengage or Dash action on
+2 Animal Handling (Wis)
your turn, and your jump distance is doubled for the
+2 -1 Arcana (Int) turn.
-1 Athletics (Str) Resistances. Acid
Unarmored Movement. Your speed increases by 10
INTELLIGENCE +0 Deception (Cha) feet while you are not wearing armor or wielding a
shield.
8 ✘
-1 History (Int)
+4 Insight (Wis) Deflect Missiles (Reaction). You can deflect or catch
the missile when you are hit by a ranged weapon
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS attack. When you do so, the damage you take from
-1 -1 Investigation (Int) the attack is reduced by 1d10+6.If you reduce the
Draconic Ancestry. damage to 0, you can catch the missile if it is small
+2 Medicine (Wis)
Black. Your draconic ancestry is black. Your enough for you to hold in one hand and you have at
WISDOM -1 Nature (Int) least one hand free. If you catch a missile in this
damage type is acid. Your breath weapon is 5 by
way, you can spend 1 ki point to make a ranged
14 +2 Perception (Wis) 30 ft. line (dex. save).
attack with the weapon or piece of ammunition you
+0 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale just caught, as part of the same reaction. You make
destructive energy. Your breath weapon does 2d6 this attack with proficiency, regardless of your
+0 Persuasion (Cha)
+2 acid damage in a 5 by 30 ft. line (dex. save) DC 12 weapon proficiencies, and the missile counts as a
-1 Religion (Int) monk weapon for the attack.
✘ +5 Sleight of Hand (Dex) Damage Resistance. You have resistance to acid.
Open Hand Technique. Whenever you hit a creature
CHARISMA ✘ +5 Stealth (Dex) with one of the attacks granted by your Flurry of
Blows, you can impose one of the following effects
11 +2 Survival (Wis)
SKILLS
on that target: knock prone DEX Save, Push 15 feet
STR Save, It can’t take reactions until the end of
your next turn.
+0 12 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS
Unarmed Strike 5 +2 1d4+3
Armor Proficiencies. –
Weapon Proficiencies. Simple Weapons,
Shortsword
Tool Proficiencies. Disguise kit, Thieves’ tools,
Weaver’s tools
Languages. Common, Draconic
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 33 5'6" 175 lb.
GENDER AGE HEIGHT WEIGHT
Horas Blue Black Bald
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Horas never truly grasped the essence of battle. He struck down every foe that came his way, fighting relentlessly until
either he or his opponent fell... but it was never him. He couldn't stop, not while the arena's cheers roared on. He had to
satisfy his masters.
Meditative, quiet, hyperfixation on goals, loyal
One day, he began to question his actions, realizing that those he defeated were never his real enemies. The seeds of a
monk's path began to take root, but he still had no choice. Yet, one fateful night, as the guard of his cage threw more
than scraps to Horas, he spoke: "You're going for a walk tomorrow, dog."
PERSONALITY TRAITS
Learn the way of the monks
IDEAL
None
BOND
Haunted by a past of viloence
FLAW BACKGROUND STORY
City Secrets
You know the secret patterns and flow to cities and
can find passages through the urban sprawl that
others would miss. When you are not in combat, you
(and companions you lead) can travel between any
two locations in the city twice as fast as your speed
would normally allow.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Dungeoneer’s Pack 1 10
Clothes, Common 1 3
[Quarterstaff] 1 4
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 10 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
17.2 lb / 120 lb 240 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.