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Kaz Monk5

The document is a character sheet for a level 5 Monk (Way of the Long Death) in Dungeons & Dragons 5th Edition, detailing the character's abilities, skills, and equipment. It includes information on stats, features, and actions available to the character, along with personality traits and background. The character is a human criminal with specific magical tattoos that enhance their combat abilities.

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peyton558
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© © All Rights Reserved
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0% found this document useful (0 votes)
38 views4 pages

Kaz Monk5

The document is a character sheet for a level 5 Monk (Way of the Long Death) in Dungeons & Dragons 5th Edition, detailing the character's abilities, skills, and equipment. It includes information on stats, features, and actions available to the character, along with personality traits and background. The character is a human criminal with specific magical tattoos that enhance their combat abilities.

Uploaded by

peyton558
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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5 Monk (Way of the Long Death) Patti


Kazmiria (Kaz)
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Criminal Human 6,500 Add: 14,000


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

SAVE SAVE
MODS 0 to all Saves MODS 0 Players Make All Rolls
F Modifier Use Dice AC DESCRIPTION WEIGHT
0 ● +4 STR 0 0
PRO

INT
13 Armor Unarmored Defense (Wis) 0 lb

38 +3 17
Set Max HP
STRENGTH 0 ● +7 DEX +3 WIS 0
Shield 0 lb
+1 0 +2 CON
RESISTANCES
-1 CHA 0
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor Stealth
Disadvantage

Magic
12 Misc
Temporary Hit Points: 0 Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


0 Show 2nd DC
5 d8+2 30 ft

CONSTITUTION SAVING THROWS FAILURES


40 ft 14 ABILITY
SAVE DC
WISDOM

+2
DEATH
0 to all Skills SKILL MODS SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex) 0

PRO
● Light Medium Heavy Shields
PRO

14 +3 Animal Handling (Wis)


0 WEAPONS
FEATURE MAX RECOVER USED Simple ● Martial Other Weapons:
0 Arcana (Int) 0 > Ki 5 SR
INTELLIGENCE +1 Athletics (Str) 0 > O O O O O LANGUAGES TOOLS & OTHERS

0
● +2 Deception (Cha) 0 > 30 minutes mediate to regain Common Thieves' tools
0 History (Int) 0 > Dwarvish Calligraphy Tools
+3 Insight (Wis) 0 Ghost Step Tattoo Gaming set
10
>

-1 Intimidation (Cha) 0 > O O O Recharge at dawn


0 Investigation (Int) 0 > Eldritch Maul
WISDOM
+3 Medicine (Wis) 0 > O Recharge at dawn
+3 0 Nature (Int) 0 LIMITED FEATURES SR LR Dawn PROFICIENCIES
+3 Perception (Wis) 0
16 -1 Performance (Cha) 0 ACTIONS BONUS ACTIONS REACTIONS

-1 Persuasion (Cha) 0 > Attack (2 attacks per action) Unarmed Strike - 1 Ki < Slow Fall <

CHARISMA 0 Religion (Int) 0 > w/ Stunning Strike 1 Ki DC14 Flurry of Blows - 1 Ki < reduce fall damage by 25HP <

-1
● +7 Sleight of Hand (Dex)0 > Quickened Healing (2 Ki Pts) Patient Defense - 1 Ki < Deflect Missiles (range atk) <

● +7 Stealth (Dex) 0 > 1d6+3 HP Step of the Wind - 1 Ki < -19 to damage (auto catch) <

+3 Survival (Wis) 0 > Feather Token Whip Eldritch Maul before atk < If 0, (1 Ki) to throw back projectile <
9
● +7 Thieves' tools (Dex) 0 > Ghost Step Form 1 min, 15 ft, +1d6 force < <

SKILLS ACTIONS
Remarkable Athlete Jack of All Trades
ATTACK
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MODS

13 PASSIVE WISDOM (PERCEPTION) 0 Martial Arts/unarmed strike ✔ Dex Melee +8 1d6+5 Bludgeoning 1 1
>
Magical - Eldritch Strike 1d6
DESCRIPTION Above weapon's weight: 0 lb
Quarterstaff ✔ Dex Melee +8 1d6+5 Bludgeoning 1 1
>
Versatile (1d8); Magical - Eldritch Strike 1d6
Above weapon's weight: 4 lb
SENSES Dart ✔ Dex 20/60 ft +8 1d4+5 Piercing 1 1
>
Weight per ammo: 0 lb Weight per ammo: 0 lb Finesse, thrown, Magical - Eldritch Strike 1d4
NAME TOTAL NAME TOTAL Above weapon's weight: 0.25 lb
Improvised Weapon Str Melee, 20/60 ft +1 1d4+1 Bludgeoning 0 0
>
Reload Reload Damage die, type, range, etc. are at the DM's discretion 1d4
Above weapon's weight: 0 lb
0 0
>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


Above weapon's weight: 0 lb
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Choose Feature
Add Features
◆ I can use either Strength or Dexterity and my Martial Arts damage die in place of the normal
damage die for any 'Monk Weapons', which include unarmed strike, quarterstaff, and any I am a woman of few words. But when I speak they come out
simple melee weapon that is not two-handed or heavy. harsh. I tend to humpf instead of speak.
◆ Prof: Strength and Dex; Acrobatics and Stealth;
Monk (Way of the Long Death), level 5:
◆ Martial Arts (Monk 1, PHB 78) [1d6] PERSONALITY TRAITS
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, quarterstaff
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die I surprisingly have a moral compass. When I highly disapprove,
When taking an Attack action with these, I get one unarmed strike as a bonus action of another's actions, I am quick to react either jumping into a
◆ Unarmored Defense (Monk 1, PHB 78) fight or just to sneakily sting them with a small hidden switch.
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier IDEALS
◆ Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Speed increases and eventually lets me traverse some surfaces without falling as I move Although I appear to be an old bitter woman with a pitched face
◆ Ki (Monk 2, PHB 78) [5× per short rest] and not much to say, the is the most important thing in my life
I can spend Ki to fuel special actions (see third page) in my band, even when they are far from me.
I need to meditate for at least 30 min of a short rest for that short rest to restore Ki BONDS
◆ Patient Defense (Ki Feature, PHB 78) [1 Ki point]
As a bonus action, I can take the Dodge action
I am always on the lookout for a way to extend my health by
◆ Step of the Wind (Ki Feature, PHB 78) [1 Ki point]
stealing the vitality from another creature I beat in battle, but I
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
will settle for killing vermin otherwise. (Long Death)
◆ Flurry of Blows (Ki Feature, PHB 78) [1 Ki point]
FLAWS
After taking the Attack action, I can make 2 unarmed attacks as a bonus action
◆ Stunning Strike (Monk 5, PHB 79) [1 Ki point]
After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it
It has to succeed on a Con save or be stunned until the end of my next turn Feature Name: Criminal Contact
◆ Deflect Missiles (Monk 3, PHB 78) [1d10 + 5 + Dexterity modifier; 1 Ki to throw]
I have a reliable and trustworthy contact who acts as my liaison to a
As a reaction, I can reduce ranged weapon attack damage done to me (19 HP)
network of other criminals. I know how to get messages to and from
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
my contact, even over great distances; specifically, I know the local
◆ Touch of Death (Way of the Long Death 3, SCAG 130)
messengers, corrupt caravan masters, and seedy sailors who can
If I reduce someone within 5 ft to 0 HP, I gain Wis mod + monk level temporary HP (+8 HP)
deliver my messages. I lean toward burglary and pickpocketing.
◆ Slow Fall (Monk 4, PHB 78) [25 less falling damage]
Prof: Deception and Sleight of Hand and Thieves Tools
As a reaction, I can reduce any falling damage I take by five times my monk level (25 HP)
BACKGROUND FEATURE

Human (+1 to all ability scores)

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Dungeoneer's Pack 1 > Darts 10 0.25 > Greater Healing potion 1
> backpack 1 5 > Quarterstaff 1 4 > Quaal Feather Token Whip 1 3
>
>
crowbar
hammer
1
1
5
2
>
>
Caltrops
Cards and dice
2
1
0.1 >
>
Thieves tools (25 gp) 1
27 SP

> pitons 10 0.25 > > Tree switch tucked into side pants panel
EP
> hempen rope 1 0.2 > >
> torches 10 > >
>
>
tinderbox
rations
1
10
1
2
>
>
>
>
62 GP

> waterskin 1 5 > >


PP
> Bedroll 1 7 > >
> Grappling hook 1 4 > >
WEIGHT CARRIED
> Oil flasks 3 1 > >
71.1 lb
> Pouch 2 1 > >
ENCUMBERED
> Hooded lantern 1 2 > ATTUNED MAGICAL ITEMS
61 - 120 lb
> Candles 5 > > Eldritch Claw Tattoo CARRYING
HEAVILY CAPACITY
ENCUMBERED
Carrying
Capacity
> String (10 ft) 1 > > Ghost Step Tattoo 180 lb
Multiplier

> Bell 1 > > PUSH/DRAG/LIFT


1
SUBTOTAL 58.7 SUBTOTAL 6.7 SUBTOTAL 4 181 - 360 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Monk features:
◆ If I wear armor/shield, I lose Unarmored Defense, Martial Arts, and Unarmored Movement > FEAT:

◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point]


After taking the Attack action, I can make 2 unarmed attacks as a bonus action
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
◆ Stunning Strike (Monk 5, PHB 79) [1 ki point] > FEAT:
After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it
It has to succeed on a Con save or be stunned until the end of my next turn
Eldritch Claw Tattoo [Tasha's]
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
◆ Magical Strikes: While the tattoo is on your skin, your unarmed strikes are considered
magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and
you gain a +1 bonus to attack and damage rolls with unarmed strikes. > FEAT:
◆ Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the
duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up
to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee
attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used
again until the next dawn.
Ghost Step Tattoo [Tasha's]
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing > FEAT:
blurred.
◆ Ghostly Form: The tattoo has 3 charges, and it regains all expended charges daily at dawn. As
a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to
become incorporeal until the end of your next turn. For the duration, you gain the following
benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
FEATS
• You can't be grappled or restrained.
• You can move through creatures and solid objects as if they were difficult terrain. If you end
WEIGHT
your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a
solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force > MAGIC ITEM: Potion of Greater Healing [DMG 187] 0.5 lb
damage for every 5 feet traveled. Once as a bonus action, I can drink this potion or use an action
NOTES to administer it to another to regain 4d4+4 hit points. This
potion's red liquid glimmers when agitated.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Quaal's Feather Token [Whip] [DMG 188] 0 lb
> <
As an action, can throw the token 10 ft, where it turns into a
> <
floating whip for 1 hour, until I use an action to dismiss it, I die,
> <
or I become incapacitated. As a bonus action, I can have it fly 20
> <
ft and make a melee spell attack against a creature within 10 ft
> <
of it, with a +9 to hit and dealing 1d6+5 force damage.
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned 0 lb
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned 0 lb

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet
Female Old Medium 5'6" 120
Kazmiria (Kaz)
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Neutral Long White Hazel Fair with tatoos


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Pinched-faced, older female human in verdant green monk style clothes with flowing silk pants that end at top
of matching soft boots.

The shirt comes above my neck in a cowl-like collar which can be raised to cover my lower face. And there is a
bandoleer-like belt around my waist holding various objects and pouches.

I have white flowing hair banded together by braids, combs, and pins and a metal earring in the shape of a
feather in one ear.

On my arms are tattoos. The right arm tattoo is green in the shape of a Claw with sharp vines running down to
APPEARANCE my hands, but on the left, the tattoo is blurry and hard to see.

Although I appear older, my movements are fluid and my body is wiry with muscle. I do not say much and
Modest LIFESTYLE DAILY PRICE 1 gp mostly communicate though my humpf and short sentences.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly - Redesign) Made by Joost Wijnen (mpmb@flapkan.com); Design inspired by Wizards of the Coast character sheet

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