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Flemin

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

Flemin

Uploaded by

seven carrot
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 9

CLASS & LEVEL PLAYER NAME


Flemin
Hill Dwarf Charlatan
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +7 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+2 Constitution +2 15 75 --
+3 -1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
16
+0 Charisma
Total 9d8 SUCCESSES
Saving Throw Modifiers
Resistances - Poison
DEXTERITY FAILURES
Advantage Against
+2 Poison DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== WEAPONS ===
Battleaxe, Shortsword, Simple Weapons,
CONSTITUTION +2 Acrobatics DEX Warhammer
+4 PROFICIENCY BONUS
+2 +3

-1
Animal Handling WIS
Arcana INT
=== TOOLS ===
Disguise Kit, Drum, Forgery Kit, Mason's
Tools
14 P +7 Athletics STR
ABILITY SAVE DC === LANGUAGES ===
P +4 Deception CHA
Common, Dwarvish
-1 History INT
INTELLIGENCE
+3 Insight WIS
40 ft. (Walking)
-1 +0 Intimidation CHA
-1 Investigation INT
8 +3 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +3 Perception WIS


+0 Performance CHA === ACTIONS ===
+3 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Patient Defense
You can spend 1 ki point to take the Dodge action
Help, Hide, Ready, Search, Use an Object, as a bonus action on your turn.
-1 Religion INT
17 Opportunity Attack, Grapple, Shove, Improvise,
P +6 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Step of the Wind
You can spend 1 ki point to take the Disengage or
P +6 Stealth DEX Wholeness of Body • 1 / Long Rest Dash action as a bonus action on your turn, and your
CHARISMA Once per long rest as an action, you can regain 27 jump distance is doubled for the turn.
+3 Survival WIS
HP.
Unarmed Strike
+0 === BONUS ACTIONS ===
Flurry of Blows
When you use the Attack action with an unarmed
strike or a monk weapon on your turn, you can make
After you take the Attack action on your turn, you one unarmed strike as a bonus action.
10 can spend 1 ki point to make two unarmed strikes as a
bonus action. === REACTIONS ===
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Dart +7 1d4+3 Piercing Simple, Finesse, Thrown, Range (20/60)

Shortsword +7 1d6+3 Piercing Martial, Finesse, Light


13 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +7 1d6+3 Bludgeoning

9 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike +7 1d6+3 Bludgeoning

Darkvision 60 ft. Flurry of Blows +7 1d6+3 Bludgeoning

Deflect Missiles Attack +6 1d6+2

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 9 grandpyromania
CLASS & LEVEL PLAYER NAME
Flemin
Hill Dwarf Charlatan (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== MONK FEATURES ===


| Patient Defense: 1 Bonus Action | 1 Reaction
* Hit Points • PHB 77
| Step of the Wind: 1 Bonus Action * Extra Attack • PHB 79
* Proficiencies • PHB 77 You can attack twice, instead of once, whenever you
* Unarmored Movement • PHB 78 take the Attack action on your turn.
* Unarmored Defense • PHB 78 Your speed increases by 15 feet while you are not
While not wearing armor and not using a shield, your wearing armor or wielding a shield. * Stunning Strike • PHB 79
AC equals 10 + DEX modifier + WIS modifier. When you hit with a melee weapon attack, you can
* Monastic Tradition • PHB 78 spend 1 ki point to make the target stunned until the
* Martial Arts • PHB 78 end of your next turn if it fails a CON saving throw (DC
While you are unarmed or wielding only monk | Way of the Open Hand 15).
weapons and you aren’t wearing armor or wielding a
shield, you can use DEX instead of STR for the attack * Deflect Missiles • PHB 78 | Special
and damage rolls, you can roll your Martial Arts You can use your reaction to deflect or catch the
damage die in place of the normal damage, and when missile when you are hit by a ranged weapon attack. * Ki-Empowered Strikes • PHB 79
you use the Attack action on your turn, you can make When you do so, the damage you take from the attack Your unarmed strikes count as magical for the purpose
one unarmed strike as a bonus action. is reduced by 1d10 +11. If you reduce damage to 0 of overcoming resistance and immunity.
and have a free hand, you can spend 1 ki point to
| Unarmed Strike: 1 Bonus Action make a ranged attack (as with a monk weapon) with * Wholeness of Body • PHB 79
range 20/60. Once per long rest as an action, you can regain 27 HP.
* Ki • PHB 78
You can spend Ki Points to fuel ki features. You have | 1 Reaction | 1 / Long Rest • 1 Action
9 points per short rest and your Ki save DC is 15.
| Deflect Missiles Attack: 1 Reaction * Evasion • PHB 79
<strong>Flurry of Blows</strong> - After you take the When you are subjected to an effect that allows you to
Attack action on your turn, you can spend 1 ki point to * Open Hand Technique • PHB 79 make a DEX saving throw to take only half damage,
make two unarmed strikes as a bonus action. Whenever you hit with one of your Flurry of Blows you instead take no damage if you succeed on the
attacks, you can impose one of the following effects on saving throw, and only half damage if you fail.
<strong>Patient Defense</strong> - You can spend 1 that target: fall prone if it fails a DEX saving throw (DC
ki point to take the Dodge action as a bonus action on 15), get pushed up to 15 ft. if it fails a STR saving * Stillness of Mind • PHB 79
your turn. throw (DC 15), or it can't take reaction until the end of You can use an action to end one effect on yourself
your next turn. that is causing you to be charmed or frightened.
<strong>Step of the Wind</strong> - You can spend 1
ki point to take the Disengage or Dash action as a | Special | 1 Action
bonus action on your turn, and your jump distance is
doubled for the turn. * Ability Score Improvement • PHB 78 * Unarmored Movement Improvement • PHB 78
You can move along vertical surfaces and across
| Ki Points: 9 / Short Rest • Special * Slow Fall • PHB 78 liquids on your turn without falling during the move.
You can use your reaction when you fall to reduce any
| Flurry of Blows: 1 Bonus Action falling damage you take by 45.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Rope of Climbing 1 3 lb.

Dart 10 2.5 lb.

SP 0 Shortsword 1 2 lb.

Backpack 1 5 lb.
EP 0 Clothes, Fine 1 6 lb.

Disguise Kit 1 3 lb.


GP 500 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


PP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

75.5 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT

480 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 9 grandpyromania
CLASS & LEVEL PLAYER NAME
Flemin
Hill Dwarf Charlatan (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== HILL DWARF RACIAL TRAITS ===

* Darkvision • BR 20
You can see in darkness (shades of gray) up to 60 ft.

* Dwarven Resilience • BR 20
You have advantage on saves against poison and
resistance against poison damage.

* Dwarven Combat Training • BR 20


You have proficiency with the battleaxe, handaxe, light
hammer, and warhammer.

* Tool Proficiency • BR 20
You gain proficiency with your choice of smith’s tools,
brewer’s supplies, or mason’s tools.

* Stonecunning • BR 20
Whenever you make an Intelligence (History) check
related to the origin of stonework, you are considered
proficient in the History skill and add double your
proficiency bonus to the check.

* Dwarven Toughness • BR 20
Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL 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.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Flemin
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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