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Warrior of Shadow

The document outlines the character details for a Monk class in a role-playing game, including abilities, skills, and features such as Unarmoured Movement, Shadow Arts, and Evasion. It specifies the character's alignment, experience points, and various combat and movement abilities that enhance gameplay. Additionally, it includes sections for personal traits, equipment, and character appearance.

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0% found this document useful (0 votes)
27 views4 pages

Warrior of Shadow

The document outlines the character details for a Monk class in a role-playing game, including abilities, skills, and features such as Unarmoured Movement, Shadow Arts, and Evasion. It specifies the character's alignment, experience points, and various combat and movement abilities that enhance gameplay. Additionally, it includes sections for personal traits, equipment, and character appearance.

Uploaded by

elements city
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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RACE BACKGROUND MONK

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS Warrior of Shadow

a D
MONASTIC TRADITION

UNARMOURED MOVEMENT
INITIATIVE Your speed increases by 10ft while you are not wearing
armour or wielding a shield. This bonus increases to 15ft at 6th
level, 20ft at 10th level, 25ft at 14th level, and 30ft at 18th level.

[JE)
At 9th level, you gain the ability to move along vertical surfaces
and across liquids on your turn without falling during the move.

Hit Point v Temporary� SHADOW ARTS

Q
Maximum Hit Points Darkness. You can spend 1 ki to cast Darkness without
◊-

SAVING THROWS
components. You can see through the darkness clearly and can
move it 60 feet at the start of your turn.
't)_ ATHLETICS Darkvision. Your Darkvision increases by 60 ft.
Shadow Figments. You know the Minor Illusion spell. Wisdom is
your spellcasting ability for it.

DEFLECT ATTACKS

Ld
HIT DICE DEATH SAVES

◊-

SAVING THROWS
Used Total
SUCCESSES 00D You can use your reaction to reduce the damage from an
attack that deals material damage by 1d10 + Dex mod + monk level.
'b FAILURES 00D
ACROBATICS If the damage reduces to 0 you can use 1 ki to redirect the attack.
You can target a creature within 5 ft. if its a melee attack or 60 ft. if
'b SLEIGHT OF HAND d8 its a ranged attack. The creature must succeed a Dex save or take
'b STEALTH damage equal to to two Martial Arts die + Dex mod. At 13th level
you can deflect all types of damage.
7NAME ATK BONUS DAMAGE/TYPE

Q
SLOW FALL

◊_ SAVING THROWS You can use your reaction to reduce any falling damage you
take by an amount equal to five times your monk level.

EXTRA ATTACK
You can attack twice, instead of once, whenever you take the
Attack action on your turn.

Q cro
MARTIAL ARTS Kl SAVE Kl POINTS EMPOWERED STRIKES
◊- SAVING THROWS DIE DC
,r,,-U-s e- ""d-"" _.,...l-ot_a.,.I .....,,.,. Your unarmed strikes can deal Force damage instead.
'b ARCANA
'b HISTORY
SHADOW STEP
'b INVESTIGATION
'b NATURE While entirely within Dim Light or Darkness, you can use a Bonus
Action to teleport up to 60 feet to an unoccupied space you can see that
'b RELIGION is also in Dim Light or Darkness. You then have Advantage on the next

Q
melee attack you make before the end of the current turn.
MARTIAL ARTS
◊- SAVING THROWS You gain the following benefits while you are unarmed or
'b ANIMAL HANDLING wielding only monk weapons and you aren't wearing armour or
wielding a shield:
'b INSIGHT
• You can use Dexterity instead of Strength for the attack and
'b MEDICINE damage rolls of your unarmed strikes and monk weapons.
EVASION

'b PERCEPTION • You can roll a d4 in place of the normal damage of your unarmed When you make a Dexterity saving throw to take only half
strike or monk weapon. This die changes as you gain monk levels.
'b SURVIVAL
• When you use the Attack action with an unarmed strike or a
damage, you instead take no damage if you succeed on the saving

Q
throw, and only half damage if you fail.
monk weapon on your turn, you can make one unarmed strike as

◊- SAVING THROWS
a bonus action.

'b DECEPTION
'b INTIMIDATION Kl
'b PERFORMANCE Once per long rest you regain all ki when rolling initiative and
SLEF-RESTORATION
'b PERSUASION heal a number of hit points equal to a martial arts die+ monk leve
You can remove Charmed, Frightened, and Poisoned at the
You regain all expended ki points when you finish a short or long end of your turn.
rest. You gain the following features at the level indicated:

• Level 2 - Flurry of Blows: Immediately after you take the Attack IMPROVED SHADOW STEP
RACIAL TRAITS action on your turn, you can spend 1 ki point to make two You can draw on your Shadowfell connection to empower
unarmed strikes as a bonus action. your teleportation. When you use your Shadow Step, you can
• Level 2 - Patient Defence: You can Disengage as a bonus action expend 1 Focus Point to remove the requirement that you must
and can spend 1 ki point to Dodge at the same time. start and end in Dim Light or Darkness for that use of the feature.
• Level 2 - Step of the Wind: You can Dash as a bonus action and As part of this Bonus Action, you can make an Unarmed Strike
immediately after you teleport.
can spend 1 ki point to Disengage at the same time.
• Level 3 - Deflect Missiles: You can spend 1 ki point to make a
ranged attack with the weapon or piece of ammunition you just
caught, as part of the same reaction. You make this attack with
proficiency, regardless of your weapon proficiencies, and the DISCIPLEND SURVIVOER
missile counts as a monk weapon for the attack. You are proficient with all saving throws and can use ki to
• Level S - Stunning Strike: When you hit a creature with a melee reroll a save.
weapon attack, you can spend 1 ki point to attempt a stunning
strike. The target must succeed on a Constitution saving throw or
PROFICIENCIES LANGUAGES be stunned until the end of your next turn. PERFECT FOCUS
• Level 14 - Diamond Soul: You gain proficiency in all saving When you roll initiative you regain ki until you have 4 ki points.
LIGHT SIMPLE
throws. You can spend 1 ki point to reroll a failed save. You must
ARMOUR WEAPONS
0 □

use the second result.
• Level 18 - Superior Defense: At the start of your turn you can
CLOAK OF SHADOWS
MEDIUM MARTIAL spend 3 ki points and gain resistance to all damage except force for
ARMOUR WEAPONS 1 minute. As a Magic action while entirely within Dim Light or Darkness,
a
TOOLS & OTHER PROFICIENCIES
◊● • Level 20 - Perfect Self: You Dexterity and Wisdom increase by
four.
you can expend 3 Focus Points to shroud yourself with shadows for
1 minute, or until you end your turn in Bright Light. You gain the following benefits.
Invisibility. You have the Invisible condition.
HEAVY Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If
SHIELDS
ARMOUR you end your turn in such a space, you are shunted to the last unoccupied space you were in.
0 0 Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.
AGE HEIGHT WEIGHT DISTINGUISHING MARKS

EYES SKIN HAIR SCARS

PERSONALITY TRAITS BACKGROUND

IDEALS

[ ]

:::::::::======

[ '°'°'
FLAWS
] ALLIES ENEMIES

CHARACTER APPEARANCE

ADDITIONAL FEATURES & TRAITS EQUIPMENT BACKPACK/STORAGE


Attuned
HEAD 0
AMULET 0
CLOAK 0
ARMOUR 0
HANDS/ARMS 0
RING 0
RING 0
BELT 0

Attuned
Name_______________
_ 0

Attuned
Name_______________
_ 0

Attuned
Name
---------------- 0

Attuned
Name_______________
_ 0

Attuned
Name_______________
_ 0
Total

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