Monk Arcane Hand 3 Hermit Jack
CLASS & LEVEL BACKGROUND PLAYER NAME
Eldrick
Varient Human Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
17 +4 40
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
9 PERSONALITY TRAITS
Hit Point Maximum 24
Strength
DEXTERITY
+4
●
●
Dexterity
Constitution
24
CURRENT HIT POINTS IDEALS
Intelligence
18 ● Wisdom
CONSTITUTION
Charisma
SAVING THROWS
0
TEMPORARY HIT POINTS BONDS
+2 3d8
Acrobatics (Dex) Total SUCCESSES
15 Animal Handling (Wis) FAILURES
● Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
+1 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
FLURRY OF BLOWS(ARCANE)---------------------
Unarmed Strike +6 1d6+4 bludgeoning You can spend 1 Discipline Point to make two
13 Insight (Wis)
Unarmed Strikes as a Bonus Action or cast one
Intimidation (Cha) Quarterstaff +6 1d6/8 +4 bludgeoning spell with a casting time of one action.
PATIENT DEFENCE-------------------------------------
WISDOM ● Investigation (Int) You can take the Disengage action as a Bonus
Dagger 20/60 +6 1d4 + 4 piercing
Action. Alternatively, you can spend 1 Discipline
Medicine (Wis)
+3 Nature (Int) Attack Action: one attack, I can replace one
Point to take both the Disengage and the Dodge
actions as a Bonus Action.
attack with a cantrip STEP OF THE WIND------------------------------------
● Perception (Wis)
16 You can take the Dash action as a Bonus
Performance (Cha) RESOURCES-------------------------------------------- Action. Alternatively, you can spend 1 Discipline
Discipline Points: 3/4 Point to take both the Disengage and Dash
Persuasion (Cha) Discipline save DC: 14
CHARISMA actions as a Bonus Action, and your jump
● Religion (Int) Martial Arts Die: 1d6 distance is doubled for the turn.
+0 Sleight of Hand (Dex)
----------------------------------------------------------------
NOTE: Taking the magic action counts as taking
DEFLECT ATTACKS-----------------------------------
Reaction: reduce the damage of any attack that
● Stealth (Dex) an attack with a monk weapon for the purposes deals bludgeoning, piercing or slashing damage
11 of using any monk abilities by 1d10. If the damage is reduced to zero, you
● Survival (Wis) can spend 1 Discipline point to redirect the
attack. If you do, chose a creature within 5 ft. of
SKILLS ATTACKS & SPELLCASTING you if the attack was a melee attack or within
60ft. and not behind total cover if the attack is a
ranged attack. That creature must make a
15 PASSIVE WISDOM (PERCEPTION) Dexterity saving throw or take damage equal to
CP 5 Daggers, two rolls of your martial arts die.
Glassblowers tools, UNCANNY METABOLISM----------------------------
When you roll Initiative, you can regain all
SP Tuba, Explorer's expended Discipline Points. When you do so,
roll your Martial Arts die, and regain a number of
Pack, Quarterstaff, Hit Points equal to your Monk level plus the
EP
Caltrops, pouch of number rolled. Once you use this feature, you
can’t use it again until you finish a Long Rest.
white dragonborn
GP 13 scales, pouch of
herbs, 3 candles,
PP
herbalist's kit
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
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Monk - Arcane Hand WIS 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Produce Flame
Acid Splash
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Hex 1 free
Faerie Fire
4
Detect Magic
Find Familiar(Active)
SPELLS KNOWN
Magic Missile
ceremony
unseen servant
2
Misty Step 1 free
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.