Monique Stone
Monique Stone
STEALTH DISADVANTAGE
ARMOR Dao Heritage. You learn the detect magic spell and
STRENGTH Natural Armor (Dao Heritage) (14) 14 can cast it at will, without expending a spell slot.
PROFICIENCY BONUS +3
14
SHIELD
AC Magic Initiate.
Wizard. Spellcasting ability: Intelligence.
N
CIE C
✘
+2 Two-Weapon Fighting. When you engage in two-
+1 Dexterity
weapon fighting, you can add your ability modifier
✘ +6 Constitution ARMOR CLASS to the damage of the second attack.
DEXTERITY
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY Second Wind (Bonus Action—1/Short Rest). You
13 +0 Wisdom
+0 Charisma
53 6d10 regain 1d10+6 hp.
CONDITIONAL
Action Surge (1/Short Rest). On your turn, you can
+1 53 take one additional action on top of your regular
action.
CURRENT HIT POINTS Extra Attack. You can attack twice, instead of once,
CONSTITUTION DEATH SAVING THROWS
whenever you take the Attack action on your turn
SAVING THROWS
16 N
CIE C
+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Weapon Bond. You perform a ritual over the course
of 1 hour, which can be done during a short rest.
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION The weapon must be within your reach throughout
+0 Animal Handling (Wis)
the ritual, at the conclusion of which you touch the
+3 +2 Arcana (Int) weapon and forge the bond.Once you have bonded
a weapon to yourself, you can’t be disarmed of that
✘ +5 Athletics (Str)
weapon unless you are incapacitated. If it is on the
INTELLIGENCE +0 Deception (Cha) same plane of existence, you can summon that
weapon as a bonus action on your turn, causing it to
14 +2 History (Int)
+0 Insight (Wis)
teleport instantly to your hand.You can have up to
two bonded weapons, but can summon only one at
a time with your bonus action. If you attempt to
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS bond with a third weapon, you must break the bond
+2 +2 Investigation (Int) with one of the other two.
+0 Medicine (Wis) Earth Walk. You can move across difficult terrain
WISDOM
made of earth or stone without expending extra
+2 Nature (Int) movement.
11 +0 Perception (Wis)
+0 Performance (Cha)
Merge with Stone (1/Long Rest). You can cast the
pass without trace spell once with this trait,
+0 Persuasion (Cha) requiring no material components. (Spellcasting:
+0 +2 Religion (Int)
Constitution)
10 ✘ +3 Survival (Wis)
SKILLS
+0 10 PASSIVE PERCEPTION
ADVANTAGE
Escrima Stick 5 ft +5 vs AC 1d4+2 bludgeoning Armor Proficiencies. Light Armor, Medium Armor,
Light
Heavy Armor, Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Monique "Black Fist" Stone has been fighting since she was young. Not because it was forced upon her to be a fighter
but because it's in her blood. It came naturally to her. She took part in Xanathar's Gladiator Tournament when she was
17 and got a glimpse of the dark underbelly of fighting. Most people aren't watching for how beautiful combat is,
I am brash and outspoken. they're watching to see people suffer. Joining the tournament she killed for the first time, not because she wanted to
I am unshakable and never back down. but because she had to survive. She vowed to never kill for entertainment ever again and plans on using her cut of the
dragon heist to start her own tournament that's just as big and less bloody than Xanathar's. "If the big eye and his
friends have a problem with that I'll beat them until they don't. Their death will be the last. "
PERSONALITY TRAITS
IDEAL
BOND
Blood Brothers
You know how to find fighting houses in every big
city, and can tell if one is present in a smaller
settlement within a day of being there. You can earn
a poor living for yourself fighting for others
entertainment. In addition, you can spot who is a
brutal fighter and who is scared. You can also tell
who is running the show, and who the high rollers
are in the crowd.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Quarterstaff] 1 4
Explorer’s Pack 1 10
Studded Leather 1 13
Escrima Stick 2 4
Lute 1 2
0 0 0 50 0
34 lb / 210 lb 420 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Eldritch Knight
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Fist of Iron
Pummelstone
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7 0
EPAR
SPELL NAME
ED
PR
Chromatic Orb
Jump
4 0
Sandblast
Shield
SPELLS KNOWN
8 0
2 0
5 0
9 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Other Spells
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Phase (Wizard)
Booming Blade (Wizard)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 0 7 0
EPAR
SPELL NAME
ED
PR
8 0
2 0
Pass without Trace (Earth Genasi)
5 0
9 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Booming Blade Fist of Iron Phase
Evocation Cantrip Transmutation Cantrip (clockwork) Abjuration Cantrip
As part of the action used to cast this spell, you must make a melee You transform your naked hand to iron. Your unarmed atacks do 1d6 When you are targeted with an attack, you may use your reaction in
attack with a weapon against one creature within the spell’s range, points of damage and are considered magical. an attempt to phase through a single attack made against you,
otherwise the spell fails. On a hit, the target suffers the attack’s imposing disadvantage on that attack.
normal effects, and it becomes sheathed in booming energy until the If the attack against you is still successful, you become
start of your next turn. If the target willingly moves before then, it incapacitated until the end of your next turn.
immediately takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.
Wizard Sword Coast Adventurer’s Guide Spellcasting (Fighter) Deep Magic: Clockwork Wizard Grimlore’s Grimoire
You cause a fist-sized chunk of stone to appear and hurl itself into the You hurl a 4-inch-diameter sphere of energy at a creature that you For the duration, you understand the literal meaning of any spoken
target. Make a ranged spell attack. On a hit, the target takes 1d6 can see within range. You choose acid, cold, fire, lightning, poison, or language that you hear. You also understand any spoken language
bludgeoning damage. During its next turn when it makes an attack thunder for the type of orb you create, and then make a ranged spell that you hear. You also understand any written language that you
roll or ability check, the target must roll a d4 and subtract the result attack against the target. If the attack hits, the creature takes 3d8 see, but you must be touching the surface of which the words are
from the check. damage of the type you choose. written. It takes about 1 minute to read one page of text. This spell
The spell’s damage increases by 1d6 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd doesn’t decode secret messages in a text or glyph, such as an arcane
(2d6), 11th level (3d6), and 17th level (4d6). level or higher, the damage increases by 1d8 for each slot level above sigil, that isn’t part of a written language.
1st.
Spellcasting (Fighter) Deep Magic: Elemental Magic Spellcasting (Fighter) Player’s Handbook Wizard Player’s Handbook
For the duration, you sense the presence of magic within 30 feet of You touch a creature. The creature’s jump distance is tripled until the As you sweep your hands in an arc, a scouring blast of sand sprays
you. If you sense magic in this way, you can use your action to see a spell ends. from your fingertips. Each creature in a 15-foot cone must make a
faint aura around any visible creature or object in the area that bears Dexterity saving throw. A creature takes 2d6 piercing damage on a
magic, and you learn its school of magic, if any. The spell can failed save, or half as much damage on a successful one.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of At Higher Levels. When you cast this spell using a spell slot of 2nd
common metal, a thin sheet of lead, or 3 feet of wood or dirt. level or higher, the damage increases by 1d6 for each slot level above
1st.
Dao Heritage Player’s Handbook Spellcasting (Fighter) Player’s Handbook Spellcasting (Fighter) Mirt’s Undermountain Survival Guide
Shield Pass without Trace
1st-level abjuration 2nd-level abjuration
Reaction trigger: You are hit by an attack or targeted by the magic A veil of shadows and silence radiates from you, masking you and
missile spell An invisible barrier of magical force appears and protects your companions from detection. For the duration, each creature you
you. Until the start of your next turn, you have a +5 bonus to AC, choose within 30 feet of you (including you) has a +10 bonus to
including against the triggering attack, and you take no damage from Dexterity (Stealth) checks and can’t be tracked except by magical
magic missile. means. A creature that receives this bonus leaves behind no tracks or
other traces of its passage.
Spellcasting (Fighter) Player’s Handbook Merge with Stone (Earth Genasi) Player’s Handbook
Quarterstaff Escrima Stick Escrima Stick
Simple Melee Weapon Simple Melee Weapon Simple Melee Weapon
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it.
If you have proficiency with the lute, you can add your
proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.
You can move across difficult terrain made of earth or You can cast the pass without trace spell once with this Prerequisite: Genasi (earth)
stone without expending extra movement. trait, requiring no material components, and you regain the You manifest more of the magical power of your dao
ability to cast it this way when you finish a long rest. heritage. You gain the following benefits:
Constitution is your spellcasting ability for this spell. • Increase your Strength or Constitution score by 1, to a
maximum of 20.
• You learn the detect magic spell and can cast it at will,
without expending a spell slot.
• You gain natural armor. While you aren’t wearing
armor, you can calculate your AC as 13 + your Dexterity
modifier. You can use a shield and still gain this benefit.
Earth Genasi Princes of the Apocalypse Earth Genasi Princes of the Apocalypse Feat (4) Expanded Racial Feats
Choose a class: bard, cleric, druid, sorcerer, warlock, or You learn two cantrips of your choice from the wizard’s You adopt a particular style of fighting as your specialty.
wizard. You learn two cantrips of your choice from that spell list. Choose one of the following options. You can’t take a
class’s spell list. In addition, choose one 1st-level spell from that same Fighting Style option more than once, even if you later get
In addition, choose one 1st-level spell to learn from that list. You learn that spell and can cast it at its lowest level. to choose again.
same list. Using this feat, you can cast the spell once at its Once you cast it, you must finish a long rest before you can ARCHERY
lowest level, and you must finish a long rest before you can cast it again. You gain a +2 bonus to attack rolls you make with ranged
cast it in this way again. Your spellcasting ability for these spells is intelligence. weapons.
Your spellcasting ability for these spells depends on the DEFENSE
class you chose: Charisma for bard, sorcerer, or warlock; While you are wearing armor, you gain a +1 bonus to AC.
Wisdom for cleric or druid: or Intelligence for wizard. DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Feat (6) Player’s Handbook Magic Initiate Player’s Handbook Fighter Player’s Handbook
When you engage in two-weapon fighting, you can add You have a limited well of stamina that you can draw on to Starting at 2nd level, you can push yourself beyond your
your ability modifier to the damage of the second attack. protect yourself from harm. On your turn, you can use a normal limits for a moment. On your turn, you can take one
bonus action to regain hit points equal to 1d10 + your additional action on top of your regular action and a
fighter level. possible bonus action.
Once you use this feature, you must finish a short or long Once you use this feature, you must finish a short or long
rest before you can use it again. rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.
Fighting Style Player’s Handbook Fighter Player’s Handbook Fighter Player’s Handbook
Extra Attack Weapon Bond
Class Feature Archetype Feature
Beginning at 5th level, you can attack twice, instead of At 3rd level, you learn a ritual that creates a magical bond
once, whenever you take the Attack action on your turn. between yourself and one weapon. You perform the ritual
The number of attacks increases to three when you reach over the course of 1 hour, which can be done during a short
11th level in this class and to four when you reach 20th rest. The weapon must be within your reach throughout
level in this class. the ritual, at the conclusion of which you touch the weapon
and forge the bond.
Once you have bonded a weapon to yourself, you can’t
be disarmed of that weapon unless you are incapacitated.
If it is on the same plane of existence, you can summon
that weapon as a bonus action on your turn, causing it to
teleport instantly to your hand.
You can have up to two bonded weapons, but can
summon only one at a time with your bonus action. If you
attempt to bond with a third weapon, you must break the
bond with one of the other two.