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Hima

The document is a character sheet for a Level 15 Human Monk named Hima, who follows the Way of the Astral Self and has a background as a Hermit. Hima possesses various abilities and features, including unarmored defense, martial arts skills, and ki powers, allowing for enhanced movement and combat capabilities. Additionally, the character has specific magical items and proficiencies that contribute to their abilities in gameplay.

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0% found this document useful (0 votes)
26 views8 pages

Hima

The document is a character sheet for a Level 15 Human Monk named Hima, who follows the Way of the Astral Self and has a background as a Hermit. Hima possesses various abilities and features, including unarmored defense, martial arts skills, and ki powers, allowing for enhanced movement and combat capabilities. Additionally, the character has specific magical items and proficiencies that contribute to their abilities in gameplay.

Uploaded by

neodar.pn
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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Level 15 Human Monk, Way of the Astral Self 165000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Hima
Hermit Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Mobile. When you use the Dash action, difficult terrain doesn’t cost you extra

STRENGTH Unarmored Defense (Monk) (19) 21 movement on that turn.When you make a melee attack against a creature, you
don’t provoke opportunity attacks from that creature for the rest of the turn,
whether you hit or not.
PROFICIENCY BONUS +5
13
SHIELD Find the Titan’s Weakness (Action). You analyze the defenses of one Large or larger
AC creature you can see. Your next attack against that creature is made with
advantage, and the attack scores a critical hit on a natural roll of 18, 19, or 20.
N
CIE C
Bracers of Defense (2) Unarmored Defense. While you are wearing no armor and not wielding a shield,
+6 Strength
Y
PROFI

✘ your AC equals 19.


+1 Martial Arts. Your unarmed strike does 1d8+4 damage. You can use Strength or
✘ +9 Dexterity Dexterity for these attacks.When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one unarmed strike as a bonus
✘ +9 Constitution ARMOR CLASS action. For example, if you take the Attack action and attack with a quarterstaff,
you can also make an unarmed strike as a bonus action, assuming you haven’t
DEXTERITY
✘ +5 Intelligence already taken a bonus action this turn.
MAXIMUM HIT DICE TEMPORARY

18
Ki. You have 15 Ki Points and your Ki DC is 18
✘ +10 Wisdom
130 15d8 Flurry of Blows (Bonus Action—Ki). Immediately after you take the Attack action on
✘ +5 Charisma your turn, you can spend 1 ki point to make two unarmed strikes.
CONDITIONAL
Patient Defense (Bonus Action—Ki). You can spend 1 ki point to take the Dodge
+4 action on your turn.

Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to take the
Disengage or Dash action on your turn, and your jump distance is doubled for the
CURRENT HIT POINTS turn.
CONSTITUTION DEATH SAVING THROWS
Unarmored Movement. Your speed increases by 25 feet while you are not wearing
SAVING THROWS armor or wielding a shield. You gain the ability to move along vertical surfaces and

19
across liquids on your turn without falling during the move.
SPEED FLY CLIMB SWIM
N
CIE C Way of the Astral Self. Monks of the Way of the Astral Self have an internal
+9 Acrobatics (Dex) 65ft. 0ft. 0ft. 0ft.
Y
PROFI

✘ struggle with their ki.


RT

EXPE

+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Deflect Missiles (Reaction). You can deflect or catch the missile when you are hit by
+4 +0 Arcana (Int)
a ranged weapon attack. When you do so, the damage you take from the attack is
reduced by 1d10+19.If you reduce the damage to 0, you can catch the missile if it is
small enough for you to hold in one hand and you have at least one hand free. If
you catch a missile in this way, you can spend 1 ki point to make a ranged attack
✘ +6 Athletics (Str) 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
INTELLIGENCE +0 Deception (Cha) proficiencies, and the missile counts as a monk weapon for the attack.

Slow Fall (Reaction). Reduce any falling damage you take by 75.

11 ✘ +5 History (Int)
+5 Insight (Wis)
Extra Attack. You can attack twice, instead of once, whenever you take the Attack
action on your turn.

Stunning Strike (Ki). When you hit another creature with a melee weapon attack,
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS you can spend 1 ki point to attempt a stunning strike. The target must succeed on a
+0 +0 Investigation (Int)
Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes. Your unarmed strikes count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.
✘ +10 Medicine (Wis)
WISDOM Evasion. When you are subjected to an effect that allows you to make a Dexterity
+0 Nature (Int) saving throw to take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.

20 +5 Perception (Wis)
+0 Performance (Cha)
Stillness of Mind (Action). You can end one effect on yourself that is causing you to
be charmed or frightened.

Purity of Body. Your mastery of the ki flowing through you makes you immune to
+0 Persuasion (Cha) disease and poison.
+5 ✘ +5 Religion (Int) Tongue of the Sun and Moon. You learn to touch the ki of other minds so that you
understand all spoken languages. Moreover, any creature that can understand a
language can understand what you say.
+4 Sleight of Hand (Dex)
Diamond Soul (Ki). Whenever you make a saving throw and fail, you can spend 1 ki
CHARISMA +4 Stealth (Dex) point to reroll it and take the second result.

10
Timeless Body. Your ki sustains you so that you suffer none of the frailty of old age,
+5 Survival (Wis) and you can’t be aged magically.You no longer need food or water.
SKILLS Arms of the Astral Self (Bonus Action). For 2 Ki points you can summon Astral Arms
for the next 10 minutes. With these arms you can use your wisdom modifier
instead of strength when making strength checks and saving throws. The arms are
+0 15 PASSIVE PERCEPTION Monk weapons and have a reach of 10 ft. dealing radiant or necrotic damage, you
can use your wisdom modifier for attacks made with the arms. When you attack
with your arms you can use a bonus action to attack again twice.

Visage of the Astral Self (Bonus Action). You can spend 1 Ki point to summon a
visage for 10 minutes that grants you advantage on Insight and Intimidation checks,
ADVANTAGE and also giving you vision in magical and nonmagical darkness for up to 120 feet.
This can be summoned at the same time as the Arms of the Astral Self.
INITIATIVE +4 2 Attacks / Attack Action RACIAL TRAITS Awakening of the Astral Self. When you have both your Astral Arms and Astral
Visage summoned you gain additional benefits. When you take acid, cold, fire,
lightning or force damage you can use your reaction to reduce it by 1d10 + 20. Once
per turn when you hit a target with your astral arms you can deal 8 extra damage.
When you speak through your Visage you can either direct your words towards a
NAME RANGE ATTACK DAMAGE / TYPE creature within 30 feet or allow all creatures within 600ft to hear you.
Silver Dragon Quarterstaff 5 ft +6 vs AC 1d6+1 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Herbalism kit, Cartographer’s


tools

Languages. Common, Sylvan, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Hima
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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 Ring of Valor. This ring consists of gold and platinum
Herbalism Kit 1 3 [Silver Dragon Quarterstaff] 1 4 wire strands elaborately woven together. While wearing
[Ring of Valor] 1 — it, you gain the following benefits:
[Bracers of Defense] 1 — • Your Constitution score is 19, unless your
Constitution is 19 or higher already.
• You have advantage on saving throws against being
frightened.
• Nonmagical weapons become magical weapons
with a +1 bonus to attack rolls and damage rolls while
you wield them.

Bracers of Defense. While wearing these bracers, you


gain a +2 bonus to AC if you are wearing no armor and
using no shield.

Silver Dragon Quarterstaff. The weapon, in the hands of


a proficient wielder, does an additional 1d6 cold damage

ATTUNED MAGIC ITEMS 2 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

7 lb / 195 lb 390 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Silver Dragon Quarterstaff
Simple Melee Weapon

RANGE 5 ft
ATTACK +6 vs AC
DAMAGE 1d6+1 bludgeoning
Versatile
Herbalism Kit Ring of Valor Bracers of Defense
Tools Rings Wondrous Items

Proficiency with an herbalism kit allows you to identify plants This ring consists of gold and platinum wire strands While wearing these bracers, you gain a +2 bonus to AC if
and safely collect their useful elements. elaborately woven together. While wearing it, you gain the you are wearing no armor and using no shield.
Components. An herbalism kit includes pouches to store following benefits:
herbs, clippers and leather gloves for collecting plants, a mortar • Your Constitution score is 19, unless your Constitution
and pestle, and several glass jars. is 19 or higher already.
Arcana. Your knowledge of the nature and uses of herbs can • You have advantage on saving throws against being
add insight to your magical studies that deal with plants and frightened.
your attempts to identify potions.
Investigation. When you inspect an area overgrown with • Nonmagical weapons become magical weapons with a
plants, your proficiency can help you pick out details and clues +1 bonus to attack rolls and damage rolls while you wield
that others might miss. them.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

3 lbs. Player’s Handbook 0 lb. Mordenkainen’s Tome of Marvelous Magic II 0 lb. Dungeon Master’s Guide

Silver Dragon Quarterstaff


Weapons

The weapon, in the hands of a proficient wielder, does an


additional 1d6 cold damage

4 lb. Deep Magic: Dragon Magic


Mobile Find the Titan’s Weakness Unarmored Defense
Feat Feat Class Feature

You are exceptionally speedy and agile. You gain the You can spot the weaknesses in a foe’s defenses. You gain Beginning at 1st level, while you are wearing no armor and
following benefits: the following benefits. not wielding a shield, your AC equals 10 + your Dexterity
• Your speed increases by 10 feet. • Increase your Wisdom score by 1, to a maximum of 20. modifier + your Wisdom modifier.
• When you use the Dash action, difficult terrain doesn’t • As an action, you analyze the defenses of one Large or
cost you extra movement on that turn. larger creature you can see. Your next attack against that
• When you make a melee attack against a creature, you creature is made with advantage, and the attack scores a
don’t provoke opportunity attacks from that creature for critical hit on a natural roll of 18, 19, or 20.
the rest of the turn, whether you hit or not.

Human Variant Player’s Handbook Feat (8) Deep Magic: Dragon Magic Monk Player’s Handbook

Martial Arts Ki Flurry of Blows


Class Feature Class Feature Class Feature

At 1st level, your practice of martial arts gives you mastery Starting at 2nd level, your training allows you to harness the Immediately after you take the Attack action on your turn,
of combat styles that use unarmed strikes and monk mystic energy of ki. Your access to this energy is represented you can spend 1 ki point to make two unarmed strikes as a
weapons, which are shortswords and any simple melee by a number of ki points. Your monk level determines the bonus action.
weapons that don’t have the two-handed or heavy number of points you have, as shown in the Ki Points column
property. of the Monk table.
You gain the following benefits while you are unarmed or You can spend these points to fuel various ki features. You
wielding only monk weapons and you aren’t wearing armor start knowing three such features: Flurry of Blows, Patient
or wielding a shield: Defense, and Step of the Wind. You learn more ki features as
• You can use Dexterity instead of Strength for the you gain levels in this class.
attack and damage rolls of your unarmed strikes and monk When you spend a ki point, it is unavailable until you finish
weapons. a short or long rest, at the end of which you draw all of your
• You can roll a d4 in place of the normal damage of expended ki back into yourself. You must spend at least 30
your unarmed strike or monk weapon. This die changes as minutes of the rest meditating to regain your ki points.
you gain monk levels, as shown in the Martial Arts column Some of your ki features require your target to make a
of the Monk table. saving throw to resist the feature’s effects. The saving throw
DC is calculated as follows:
• When you use the Attack action with an unarmed Ki save DC = 8 + your proficiency bonus + your Wisdom
strike or a monk weapon on your turn, you can make one modifier
unarmed strike as a bonus action. For example, if you take FLURRY OF BLOWS
the Attack action and attack with a quarterstaff, you can Immediately after you take the Attack action on your turn,
also make an unarmed strike as a bonus action, assuming you can spend 1 ki point to make two unarmed strikes as a
you haven’t already taken a bonus action this turn. bonus action.
PATIENT DEFENSE
Certain monasteries use specialized forms of the monk You can spend 1 ki point to take the Dodge action as a
weapons. For example, you might use a club that is two bonus action on your turn.
lengths of wood connected by a short chain (called a STEP OF THE WIND
nunchaku) or a sickle with a shorter, straighter blade You can spend 1 ki point to take the Disengage or Dash
(called a kama). Whatever name you use for a monk action as a bonus action on your turn, and your jump
Monk Player’s Handbook Monk Player’s Handbook Ki Player’s Handbook

Patient Defense Step of the Wind Unarmored Movement


Class Feature Class Feature Class Feature

You can spend 1 ki point to take the Dodge action as a You can spend 1 ki point to take the Disengage or Dash Starting at 2nd level, your speed increases by 10 feet while
bonus action on your turn. action as a bonus action on your turn, and your jump you are not wearing armor or wielding a shield. This bonus
distance is doubled for the turn. increases when you reach certain monk levels, as shown in
the Monk table.
At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
during the move.

Ki Player’s Handbook Ki Player’s Handbook Monk Player’s Handbook


Way of the Astral Self Deflect Missiles Slow Fall
Archetype Class Feature Class Feature

Monks of the Way of the Astral Self have an internal Starting at 3rd level, you can use your reaction to deflect or Beginning at 4th level, you can use your reaction when you
struggle with their ki. They see their mystical energy as a catch the missile when you are hit by a ranged weapon fall to reduce any falling damage you take by an amount
representation of their true form, an astral self. This form attack. When you do so, the damage you take from the equal to five times your monk level.
has the capacity to be a force of good or destruction, with attack is reduced by 1d10 + your Dexterity modifier + your
some monasteries training students to either temper their monk level.
nature or embrace their impulses. If you reduce the damage to 0, you can catch the missile
if it is small enough for you to hold in one hand and you
have at least one hand free. If you catch a missile in this
way, 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 missile
counts as a monk weapon for the attack.

Monastic Tradition Unearthed Arcana: Barbarian and Monk Monk Player’s Handbook Monk Player’s Handbook

Extra Attack Stunning Strike Ki-Empowered Strikes


Class Feature Class Feature Class Feature

Beginning at 5th level, you can attack twice, instead of Starting at 5th level, you can interfere with the flow of ki in Starting at 6th level, your unarmed strikes count as magical
once, whenever you take the Attack action on your turn. an opponent’s body. When you hit another creature with a for the purpose of overcoming resistance and immunity to
melee weapon attack, you can spend 1 ki point to attempt nonmagical attacks and damage.
a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.

Monk Player’s Handbook Monk Player’s Handbook Monk Player’s Handbook

Evasion Stillness of Mind Purity of Body


Class Feature Class Feature Class Feature

At 7th level, your instinctive agility lets you dodge out of Starting at 7th level, you can use your action to end one At 10th level, your mastery of the ki flowing through you
the way of certain area effects, such as a blue dragon’s effect on yourself that is causing you to be charmed or makes you immune to disease and poison.
lightning breath or a fireball spell. When you are subjected frightened.
to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail.

Monk Player’s Handbook Monk Player’s Handbook Monk Player’s Handbook


Tongue of the Sun and Moon Diamond Soul Timeless Body
Class Feature Class Feature Class Feature

Starting at 13th level, you learn to touch the ki of other Beginning at 14th level, your mastery of ki grants you At 15th level, your ki sustains you so that you suffer none
minds so that you understand all spoken languages. proficiency in all saving throws. of the frailty of old age, and you can’t be aged magically.
Moreover, any creature that can understand a language Additionally, whenever you make a saving throw and fail, You can still die of old age, however. In addition, you no
can understand what you say. you can spend 1 ki point to reroll it and take the second longer need food or water.
result.

Monk Player’s Handbook Monk Player’s Handbook Monk Player’s Handbook

Arms of the Astral Self Visage of the Astral Self Awakening of the Astral Self
Archetype Feature Archetype Feature Archetype Feature

At 3rd level, your mastery of your ki allows you to summon Starting at 6th level, you can summon the visage of your Starting at 11th level, you tap into the greater power of
a portion of your astral self. On your turn, you can spend 2 astral self. On your turn, you can spend 1 ki point as a your astral self. While you have both your astral arms and
ki points as a bonus action to summon the arms of your bonus action, or as part of summoning your astral arms, to visage summoned, you gain the following benefits.
astral self for 10 minutes. These spectral arms hover near summon this visage for 10 minutes. The spectral visage • Deflect Energy.
your shoulders. You determine the arms’ appearance based covers your face like a helmet or mask. You determine its • When you take acid, cold, fire, lightning, or force
on the qualities of your character. appearance based on the qualities of your character. damage, you can use your reaction to deflect it. When you
While your astral arms are summoned, you gain the While your visage is summoned, you gain the following do so, the damage you take is reduced by 1d10 + your
following benefits: benefits. Wisdom modifier + your monk level.
• You can use your Wisdom modifier in place of your • Wisdom of the Spirit. • Empowered Arms.
Strength modifier when making Strength checks and • You have advantage on Wisdom (Insight) and Charisma • Once on each of your turns when you hit a target with
Strength saving throws. (Intimidation) checks. your astral arms, you can deal extra damage to the target
• The arms are monk weapons and have a reach of 10 • Astral Sight. equal to your Martial Arts die.
feet. The arms deal radiant or necrotic damage (your • You can see normally in darkness, both magical and • Word of the Sprit.
choice). When you attack with the arms, you can use your nonmagical, to a distance of 120 feet. • When you speak through your visage, you can direct
Wisdom modifier instead of your Strength or Dexterity your words to a creature of your choice that you can see
modifier for the attack and damage rolls. within 30 feet of you, making it so only that creature can
• Immediately after you use the Attack action with your hear you. Alternatively, you can amplify your voice so that
astral arms on your turn, you can make one extra attack all creatures within 600 feet can hear you.
with your astral arms as a bonus action. The number of
extra attacks increases when you reach certain levels in this
class, increasing to two at 11th level and three at 17th
level.

Way of the Astral Self Unearthed Arcana: Barbarian and Monk Way of the Astral Self Unearthed Arcana: Barbarian and Monk Way of the Astral Self Unearthed Arcana: Barbarian and Monk

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