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Falmur

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0% found this document useful (0 votes)
21 views5 pages

Falmur

Uploaded by

drb.gamesbr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Monk 5 drbina

CLASS & LEVEL PLAYER NAME


Falmur
Wood Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +7 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+1 Constitution +3 16 33 --
+4 +0 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
19
-1 Charisma
Total 5d8 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+3 being charmed DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== WEAPONS ===
Longbow, Longsword, Shortsword, Simple
CONSTITUTION P +6 Acrobatics DEX Weapons
+3 PROFICIENCY BONUS
+1 +3

+0
Animal Handling WIS
Arcana INT
=== TOOLS ===
Flute, Herbalism Kit, Woodcarver's Tools

12 P +7 Athletics STR === LANGUAGES ===


ABILITY SAVE DC Common, Elvish, Sylvan
-1 Deception CHA
+0 History INT
INTELLIGENCE
P +6 Insight WIS
45 ft. (Walking)
+0 -1 Intimidation CHA
+0 Investigation INT
10 P +6 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +6 Perception WIS


-1 Performance CHA === ACTIONS === Unarmed Strike: When you use the Attack action with
+3 -1 Persuasion CHA
Standard Actions: Shove, Grapple (when fallen) an unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus action.
+0 Religion INT === BONUS ACTIONS ===
16 Flurry of Blows: After you take the Attack action, 1 ki === REACTIONS ===
+3 Sleight of Hand DEX point to make two unarmed strikes as a bonus action. Deflect Missiles: When you're hit by a ranged weapon
attack, reduce damage by 1d10+8. If you reduce it to 0
P +6 Stealth DEX and have a free hand, 1 ki to make a ranged attack.
Hunter's Mark: 1 bonus action to mark one enemy you
CHARISMA P +6 Survival WIS can see. Deal 1d6 extra damage for each attack hit. Slow Fall: When you fall reduce falling damage by 25.

-1 Patient Defense: 1 ki point to take the Dodge action as


a bonus action on your turn.
=== OTHER ===
Hand of Harm: When you hit with an unarmed strike,
1 ki for extra 1d6+3 necrotic damage, once per turn.
Step of the Wind: 1 ki point to take the Disengage or
9
Dash action as a bonus action, and jump distance x2. Also: Stunning Strike, Mask of the Wild,Lucky, F. Aim

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE WISDOM (PERCEPTION)


Longsword +7 1d8+4 Slashing Martial, Versatile

Shortbow +6 1d6+3 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)


16 PASSIVE WISDOM (INSIGHT)

Unarmed Strike/Flurry of Blows +7 1d6+4 Bludgeoning

10 PASSIVE INTELLIGENCE (INVESTIGATION)


Deflect Missiles Attack +6 1d6+3 Ranged attack (as with a monk weapon) with a range of 20/60

Darkvision 60 ft. Hunter's Mark 1d6

Hand of Harm 1d6+3

SENSES WEAPON ATTACKS & CANTRIPS

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Monk 5 drbina
CLASS & LEVEL PLAYER NAME
Falmur
Wood Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== MONK FEATURES === * Step of the Wind - You can spend 1 ki point to take
the Disengage or Dash action as a bonus action on * Implements of Mercy • TCoE 49
* Hit Points • PHB 77 your turn, and your jump distance is doubled for the You gain proficiency in the Insight and Medicine skills,
turn. and you gain proficiency with the herbalism kit.
* Proficiencies • PHB 77
| Ki Points: 5 / Short Rest • Special * Hand of Healing • TCoE 49
* Unarmored Defense • PHB 78 As an action, you can spend 1 ki point to touch a
While not wearing armor and not using a shield, your | Flurry of Blows: 1 Bonus Action creature and restore 1d6+3 hit points.
AC equals 10 + DEX modifier + WIS modifier. When you use your Flurry of Blows, you can replace
| Patient Defense: 1 Bonus Action one of the unarmed strikes with a use of this feature
* Martial Arts • PHB 78 without spending a ki point for the healing.
While you are unarmed or wielding only monk | Step of the Wind: 1 Bonus Action
weapons and you aren’t wearing armor or wielding a | 1 Action
shield, you can use DEX instead of STR for the attack * Unarmored Movement • PHB 78
and damage rolls, you can roll your Martial Arts Your speed increases by 10 feet while you are not * Hand of Harm • TCoE 50
damage die in place of the normal damage, and when wearing armor or wielding a shield. When you hit a creature with an unarmed strike, you
you use the Attack action on your turn, you can make can spend 1 ki point to deal extra 1d6+3 necrotic
one unarmed strike as a bonus action. * Ki-Fueled Attack • TCoE 48 damage. You can use this feature only once per turn.
If you spend 1 ki point or more as part of your action
| Unarmed Strike: 1 Bonus Action on your turn, you can make one attack with an | Special
unarmed strike or a monk weapon as a bonus action
* Dedicated Weapon • TCoE 48 before the end of the turn. * Ability Score Improvement • PHB 78
Whenever you finish a short or long rest, you can
touch one weapon, and then count that weapon as a | Special * Slow Fall • PHB 78
monk weapon until you use this feature again. The You can use your reaction when you fall to reduce any
weapon must be a simple or martial weapon that you * Monastic Tradition • PHB 78 falling damage you take by 25.
are proficient with, and must lack the heavy and
special properties. | Way of Mercy | 1 Reaction

* Ki • PHB 78 * Deflect Missiles • PHB 78 * Focused Aim • TCoE 49


You can spend Ki Points to fuel ki features. You have You can use your reaction to deflect or catch the When you miss with an attack roll, you can spend 1-3
5 points per short rest and your Ki save DC is 14. missile when you are hit by a ranged weapon attack. ki points to increase your attack roll by 2 for each of
When you do so, the damage you take from the attack these ki points you spend, potentially turning the miss
* Flurry of Blows - After you take the Attack action on is reduced by 1d10 +8. If you reduce damage to 0 and into a hit.
your turn, you can spend 1 ki point to make two have a free hand, you can spend 1 ki point to make a
unarmed strikes as a bonus action. ranged attack (as with a monk weapon) with range | Special
20/60.
* Patient Defense - You can spend 1 ki point to take * Extra Attack • PHB 79
the Dodge action as a bonus action on your turn. | 1 Reaction You can attack twice, instead of once, whenever you
take the Attack action on your turn.
| Deflect Missiles Attack: 1 Reaction

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Gauntlets of Ogre Power 1 --

Longsword 1 3 lb.

SP 0 Shortbow 1 2 lb.

Arrows 20 1 lb.
EP 0 Backpack 1 5 lb.

Clothes, Traveler's 1 4 lb.


GP 7 Pouch 1 1 lb.

Flute 1 1 lb.
PP 10 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


WEIGHT CARRIED

71 lb. Rations (1 day) 10 20 lb.

ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

285 lb. Tinderbox 1 1 lb. Gauntlets of Ogre Power 1 --

PUSH/DRAG/LIFT Torch 10 10 lb.

570 lb. Waterskin 1 5 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.
Monk 5 drbina
CLASS & LEVEL PLAYER NAME
Falmur
Wood Elf Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Stunning Strike • PHB 79


When you hit with a melee weapon attack, you can
spend 1 ki point to make the target stunned until the === FEATS ===
end of your next turn if it fails a CON saving throw (DC
14). * Lucky • PHB 167
You have 3 luck points per long rest. Whenever you
| Special make an attack roll, an ability check, or a saving throw
(or when an attack roll is made against you), you can
spend one to roll an additional d20 and you choose
=== WOOD ELF RACIAL TRAITS === which die to use. You can choose to spend luck points
after you roll the die, but before the outcome is
* Darkvision • BR 23 determined.
You can see in darkness (shades of gray) up to 60 ft.
| 3 / Long Rest • No Action
* Keen Senses • BR 23
You have proficiency in the Perception skill.

* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.

* Trance • BR 23
You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.

* Elf Weapon Training • BR 24


You have proficiency with the longsword, shortsword,
shortbow, and longbow.

* Fleet of Foot • BR 24
Your base walking speed increases to 35 feet.

* Mask of the Wild • BR 24


You can attempt to hide even when you are only lightly
obscured.

| Special

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Falmur Chaotic Good Nylea
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

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.

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