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Banzan 1.3

Character sheet for a Way of Dynamis monk.

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jayswingx2
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0% found this document useful (0 votes)
16 views5 pages

Banzan 1.3

Character sheet for a Way of Dynamis monk.

Uploaded by

jayswingx2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Monk 20 Anantra

CLASS & LEVEL PLAYER NAME


Banzan
Neko Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +8 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +8 Dexterity
• +10 Constitution +2 13 183 --
+2 • +6 Intelligence
CLASS
• +5 Wisdom INITIATIVE HIT POINTS
15
• +8 Charisma
Resistances - Bludgeoning, Piercing, Total 20d8 SUCCESSES
Saving Throw Modifiers and Slashing from Nonmagical
DEXTERITY FAILURES
Disadvantage on STR Attacks
+2 when not proficient with
armor worn
DEFENSES HIT DICE DEATH SAVES

Disadvantage on DEX
15 SAVING THROWS INSPIRATION
=== WEAPONS ===
Shortsword, Simple Weapons
CONSTITUTION P +8 Acrobatics DEX
PROFICIENCY BONUS
=== TOOLS ===
+6
+4 -1

+0
Animal Handling WIS
Arcana INT
Dragonchess Set, Flute

=== LANGUAGES ===


19 P +8 Athletics STR Elvish
ABILITY SAVE DC
+2 Deception CHA
P +6 History INT
INTELLIGENCE
-1 Insight WIS
30 ft. (Walking)
+0 +2 Intimidation CHA
+0 Investigation INT
10 -1 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM -1 Perception WIS


+2 Performance CHA === ACTIONS ===
-1 P +8 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.
+0 Religion INT
9 Opportunity Attack, Grapple, Shove, Improvise,
+2 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
+2 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 60 jump distance is doubled for the turn.
-1 Survival WIS
HP.
Unarmed Strike
+2 === 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.
14 can spend 1 ki point to make two unarmed strikes as a
bonus action. === REACTIONS ===
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

9 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +2 5 Bludgeoning

Unarmed Strike +8 3 Bludgeoning


9 PASSIVE WISDOM (INSIGHT)

Flurry of Blows +8 Bludgeoning


10 PASSIVE INTELLIGENCE (INVESTIGATION)
Deflect Missiles Attack +8

SENSES WEAPON ATTACKS & CANTRIPS

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Monk 20 Anantra
CLASS & LEVEL PLAYER NAME
Banzan
Neko Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== MONK FEATURES === 15 feet in a straight line towards a creature before
| Step of the Wind: 1 Bonus Action hitting them with an unarmed strike, you can choose to
* Hit Points • PHB 77 expend all Kinetic Charges that you have generated
* Unarmored Movement • PHB 78 this turn to deal an additional 1d4 Force damage for
* Proficiencies • PHB 77 Your speed increases by 30 feet while you are not each charge spent.
wearing armor or wielding a shield.
* Unarmored Defense • PHB 78 | Wholeness of Body: 1 / Long Rest • 1 Action
While not wearing armor and not using a shield, your * Monastic Tradition • PHB 78
AC equals 10 + DEX modifier + WIS modifier. | Special
| Way of Dynamis
* Martial Arts • PHB 78 * Ability Score Improvement • PHB 78
While you are unarmed or wielding only monk * Deflect Missiles • PHB 78
weapons and you aren’t wearing armor or wielding a You can use your reaction to deflect or catch the * Slow Fall • PHB 78
shield, you can use DEX instead of STR for the attack missile when you are hit by a ranged weapon attack. You can use your reaction when you fall to reduce any
and damage rolls, you can roll your Martial Arts When you do so, the damage you take from the attack falling damage you take by 100.
damage die in place of the normal damage, and when is reduced by 1d10 +22. If you reduce damage to 0
you use the Attack action on your turn, you can make and have a free hand, you can spend 1 ki point to | 1 Reaction
one unarmed strike as a bonus action. make a ranged attack (as with a monk weapon) with
range 20/60. * Extra Attack • PHB 79
| Unarmed Strike: 1 Bonus Action You can attack twice, instead of once, whenever you
| 1 Reaction take the Attack action on your turn.
* Ki • PHB 78
You can spend Ki Points to fuel ki features. You have | Deflect Missiles Attack: 1 Reaction * Stunning Strike • PHB 79
20 points per short rest and your Ki save DC is 13. When you hit with a melee weapon attack, you can
* Dynamis flow • spend 1 ki point to make the target stunned until the
Flurry of Blows - After you take the Attack action on You gain the ability to enter into a state known as end of your next turn if it fails a CON saving throw (DC
your turn, you can spend 1 ki point to make two Dynamis Flow, where you change your movement 13).
unarmed strikes as a bonus action. patterns to gather the continuous kinetic energy that
would normally be lost when you move. You may | Special
Patient Defense - You can spend 1 ki point to take the spend 1 Ki point to enter Dynamis Flow, after which
Dodge action as a bonus action on your turn. you generate a Kinetic Charge for every 10 feet you * Ki-Empowered Strikes • PHB 79
move on your turn. You may only gain a maximum Your unarmed strikes count as magical for the purpose
Step of the Wind - You can spend 1 ki point to take the number of Kinetic Charges equal to half your monk of overcoming resistance and immunity.
Disengage or Dash action as a bonus action on your level rounded down.
turn, and your jump distance is doubled for the turn. * Dynamis Flux •
| Special Flowing Movement- While in Dynamis Flow, moving
| Ki Points: 20 / Short Rest • Special through difficult terrain costs you no extra movement.
* Kinetic Blasts • Agile Flow- Any Attacks of Opportunity made against
| Flurry of Blows: 1 Bonus Action At 3rd level you can take the built-up energy within you you while in Dynamis Flow are made at disadvantage.
and release it in a devastating blast. Once per turn,
| Patient Defense: 1 Bonus Action after activating Dynamis Flow, when you move at least | Tranquility: Special

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Hand Wraps of the Gathering Storm 1 1 lb.

Dart 10 2.5 lb.

SP 0 Shortsword 1 2 lb.

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

Signet Ring 1 --
GP 325 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

77 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

225 lb. Waterskin 1 5 lb. Hand Wraps of the Gathering Storm 1 1 lb.

PUSH/DRAG/LIFT

450 lb.

EQUIPMENT

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Monk 20 Anantra
CLASS & LEVEL PLAYER NAME
Banzan
Neko Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

still die of it). Your catlike ears and eyes give you acute senses of
* Evasion • PHB 79 hearing and sight.
When you are subjected to an effect that allows you to * Dynamis Realized •
make a DEX saving throw to take only half damage, Starting at 17th level you've perfected how energy * Skill proficiency •
you instead take no damage if you succeed on the flows through your body and are also able to extract Due to your homeland you gain some proficiencies.
saving throw, and only half damage if you fail. the potential energy of those you halt and devastate
their body by reintroducing it in full realized force.
* Stillness of Mind • PHB 79
You can use an action to end one effect on yourself * Empty Body • PHB 79
that is causing you to be charmed or frightened. You can spend 4 ki points to become invisible and gain
resistance to all damage but force damage for 1
| 1 Action minute as an action. You can spend 8 ki points to cast
the astral projection spell (for yourself only), without
* Unarmored Movement Improvement • PHB 78 needing material components.
You can move along vertical surfaces and across
liquids on your turn without falling during the move. | 1 Action

* Purity of Body • PHB * Perfect Self • PHB 79


You are immune to disease and poison. When you roll for initiative and have no ki points
remaining, you regain 4 ki points.
* Caching Potential •
Whenever you use Patient Defense, you use your | Special
body's potential energy to better prepare yourself for if
a strike hits you; gaining resistance to bludgeoning,
piercing, and slashing damage. === NEKO RACIAL TRAITS ===

| Quivering Palm: 1 Action * Ability score increase •


Simple ability score increase
* Tongue of the Sun and Moon • PHB 79
You understand all spoken languages and any * Aura of Charisma •
creature that can understand a language can Depending on the type of Neko you are, you can
understand what you say. activate a different aura.

* Diamond Soul • PHB 79 * Claws •


You are proficient in all saving throws and whenever Your nails at strong and sharp like claws.
you make a saving throw and fail, you can spend 1 ki
point to reroll it and take the second result. * Darkvison •
Due to their infernal heritage and catlike attributes,
* Timeless Body • PHB 79 Nekos gain Darkvision
You no longer need food or water, and can't be aged
magically or suffer effects of old age (though you can * Feline senses •

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 24 Medium 6' 180
GENDER AGE SIZE HEIGHT WEIGHT
Banzan Chaotic Good Light Brown Peach Raven Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

The common folk love me for my


kindness and generosity.
Despite my noble birth, I do not
place myself above other folk. We
PERSONALITY TRAITS

Noble Obligation. It is my duty to


protect and care for the people
beneath me. (Good)
IDEALS

Nothing is more important than the other


members of my family.

BONDS

I too often hear veiled insults and


threats in every word addressed to
me, and I’m quick to anger.
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

=== 9th LEVEL ===

O Astral Projection Empty Body -- 1h 10 ft. V,S,M Special PHB 215 D: Special, V/S/M

SPELLS

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