0% found this document useful (0 votes)
24 views3 pages

Arcane Hand Monk 3

The document outlines a character sheet for a Monk Arcane Hand named Eldrick, a variant human with a neutral good alignment. It includes details on abilities, skills, attacks, spells, and equipment, as well as character traits and background information. The character has a maximum hit point of 24 and various abilities related to martial arts and spellcasting.

Uploaded by

1582674
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
0% found this document useful (0 votes)
24 views3 pages

Arcane Hand Monk 3

The document outlines a character sheet for a Monk Arcane Hand named Eldrick, a variant human with a neutral good alignment. It includes details on abilities, skills, attacks, spells, and equipment, as well as character traits and background information. The character has a maximum hit point of 24 and various abilities related to martial arts and spellcasting.

Uploaded by

1582674
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
You are on page 1/ 3

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

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
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.

You might also like