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Black Panther 5e

The document details the character sheet for T'Challa (Black Panther), a level 20 Tabaxi Monk with various abilities, skills, and features. It includes his stats, saving throws, proficiencies, and special monk features such as Flurry of Blows and Shadow Step. Additionally, it outlines his equipment, personality traits, and background information.

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0% found this document useful (0 votes)
23 views6 pages

Black Panther 5e

The document details the character sheet for T'Challa (Black Panther), a level 20 Tabaxi Monk with various abilities, skills, and features. It includes his stats, saving throws, proficiencies, and special monk features such as Flurry of Blows and Shadow Step. Additionally, it outlines his equipment, personality traits, and background information.

Uploaded by

tom-wilson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Monk 20

CLASS & LEVEL PLAYER NAME


T'Challa (Black Panther)
Tabaxi Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

• +9 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +11 Dexterity
• +9 Constitution +5 20 163 --
16 • +8 Intelligence
CLASS
• +11 Wisdom INITIATIVE HIT POINTS
+3
• +8 Charisma
Total 20d8 SUCCESSES
Saving Throw Modifiers
Immunities - Poison,
DEXTERITY
Disease FAILURES

20 DEFENSES HIT DICE DEATH SAVES

+5 SAVING THROWS HEROIC INSPIRATION


=== WEAPONS ===
Shortsword, Simple Weapons
CONSTITUTION P +11 Acrobatics DEX
PROFICIENCY BONUS
=== TOOLS ===
+6
17 +5

+2
Animal Handling WIS
Arcana INT
Drum

=== LANGUAGES ===


+3 P +9 Athletics STR Birdfolk, Common, Umbral
ABILITY SAVE DC
+2 Deception CHA
P +8 History INT
INTELLIGENCE
+5 Insight WIS
60 ft. (Walking), 60 ft. (Climbing)
14 +2 Intimidation CHA
+2 Investigation INT
+2 +5 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & TRAINING

WISDOM P +11 Perception WIS


+2 Performance CHA === ACTIONS ===
20 P +8 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
Shadow Step
When you are in dim light or darkness, as a bonus
Hide, Ready, Search, Utilize, Opportunity Attack, action you can teleport up to 60 ft. to an unoccupied
+2 Religion INT
+5 Grapple, Shove, Improvise, Two-Weapon Fighting, space you can see that is also in dim light or
+5 Sleight of Hand DEX Interact with an Object, Study, Influence darkness. You then have advantage on the first melee
attack you make before the end of the turn.
P +11 Stealth DEX === BONUS ACTIONS ===
CHARISMA Flurry of Blows Step of the Wind
+5 Survival WIS
After you take the Attack action on your turn, you You can spend 1 ki point to take the Disengage or
Dash action as a bonus action on your turn, and your
14 can spend 1 ki point to make two unarmed strikes as a
bonus action. jump distance is doubled for the turn.

Patient Defense Unarmed Strike


+2 You can spend 1 ki point to take the Dodge action When you use the Attack action with an unarmed
as a bonus action on your turn. strike or a monk weapon on your turn, you can make
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

21 PASSIVE PERCEPTION
Unarmed Strike +11 1d10+5 Bludgeoning

Cat’s Claws +11 1d10+5 Slashing


15 PASSIVE INSIGHT

Unarmed Strike +11 1d10+5 Bludgeoning

12 PASSIVE INVESTIGATION
Flurry of Blows +11 1d10+5 Bludgeoning

Darkvision 60 ft. Deflect Missiles Attack +11 1d10+5

SENSES WEAPON ATTACKS & CANTRIPS

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Monk 20
CLASS & LEVEL PLAYER NAME
T'Challa (Black Panther)
Tabaxi Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== MONK FEATURES === You can attack twice, instead of once, whenever you
| Step of the Wind: 1 Bonus Action take the Attack action on your turn.
* Hit Points • PHB 77
* Unarmored Movement • PHB 78 * Stunning Strike • PHB 79
* Proficiencies • PHB 77 Your speed increases by 30 feet while you are not When you hit with a melee weapon attack, you can
wearing armor or wielding a shield. spend 1 ki point to make the target stunned until the
* Unarmored Defense • PHB 78 end of your next turn if it fails a CON saving throw (DC
While not wearing armor and not using a shield, your * Monastic Tradition • PHB 78 19).
AC equals 10 + DEX modifier + WIS modifier.
| Way of Shadow | Special
* Martial Arts • PHB 78
While you are unarmed or wielding only monk * Deflect Missiles • PHB 78 * Ki-Empowered Strikes • PHB 79
weapons and you aren’t wearing armor or wielding a You can use your reaction to deflect or catch the Your unarmed strikes count as magical for the purpose
shield, you can use DEX instead of STR for the attack missile when you are hit by a ranged weapon attack. of overcoming resistance and immunity.
and damage rolls, you can roll your Martial Arts When you do so, the damage you take from the attack
damage die in place of the normal damage, and when is reduced by 1d10 +25. If you reduce damage to 0 * Shadow Step • PHB 80
you use the Attack action on your turn, you can make and have a free hand, you can spend 1 ki point to When you are in dim light or darkness, as a bonus
one unarmed strike as a bonus action. make a ranged attack (as with a monk weapon) with action you can teleport up to 60 ft. to an unoccupied
range 20/60. space you can see that is also in dim light or darkness.
| Unarmed Strike: 1 Bonus Action You then have advantage on the first melee attack you
| 1 Reaction make before the end of the turn.
* Ki • PHB 78
You can spend Ki Points to fuel ki features. You have | Deflect Missiles Attack: 1 Reaction | 1 Bonus Action
20 points per short rest and your Ki save DC is 19.
* Shadow Arts • PHB 80 * Evasion • PHB 79
Flurry of Blows - After you take the Attack action on You gain the minor illusion cantrip if you don’t already When you are subjected to an effect that allows you to
your turn, you can spend 1 ki point to make two know it. As an action, you can spend 2 ki points to cast make a DEX saving throw to take only half damage,
unarmed strikes as a bonus action. darkness, darkvision, pass without trace, or silence, you instead take no damage if you succeed on the
without providing material components. saving throw, and only half damage if you fail.
Patient Defense - You can spend 1 ki point to take the
Dodge action as a bonus action on your turn. | 1 Action * Stillness of Mind • PHB 79
You can use an action to end one effect on yourself
Step of the Wind - You can spend 1 ki point to take the * Ability Score Improvement • PHB 78 that is causing you to be charmed or frightened.
Disengage or Dash action as a bonus action on your
turn, and your jump distance is doubled for the turn. * Slow Fall • PHB 78 | 1 Action
You can use your reaction when you fall to reduce any
| Ki Points: 20 / Short Rest • Special falling damage you take by 100. * Unarmored Movement Improvement • PHB 78
You can move along vertical surfaces and across
| Flurry of Blows: 1 Bonus Action | 1 Reaction liquids on your turn without falling during the move.

| Patient Defense: 1 Bonus Action * Extra Attack • PHB 79 * Purity of Body • PHB

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Necklace of Adaptation 1 --

Backpack 1 5 lb.

SP 0 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


EP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


GP 0 Tinderbox 1 1 lb.

Torch 10 10 lb.
PP 0 Waterskin 1 5 lb.

WEIGHT CARRIED

59 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb.
PUSH/DRAG/LIFT

480 lb.

EQUIPMENT

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Monk 20
CLASS & LEVEL PLAYER NAME
T'Challa (Black Panther)
Tabaxi Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

You are immune to disease and poison.


* Perfect Self • PHB 79 * Cat’s Talent • MotM 33
* Cloak of Shadows • PHB 80 When you roll for initiative and have no ki points You’re proficient in Perception and Stealth.
When you are in an area of dim light or darkness, you remaining, you regain 4 ki points.
can use your action to become invisible. You remain * Darkvision • MotM 33
invisible until you make an attack, cast a spell, or are | Special You can see in dim light within 60 ft. of you as if it were
in an area of bright light. bright light and in darkness as if it were dim light, only
discerning colors in that darkness as shades of gray.
| 1 Action === TABAXI SPECIES TRAITS ===
* Feline Agility • MotM 33
* Tongue of the Sun and Moon • PHB 79 * Ability Score Increases • MotM 5 When you move on your turn in combat, you can
You understand all spoken languages and any When determining your character’s ability scores, double your speed until the end of the turn. Once
creature that can understand a language can increase one score by 2 and increase a different score used, you can’t use this trait again until you move 0 ft.
understand what you say. by 1, or increase three different scores by 1. on one of your turns.

* Diamond Soul • PHB 79 | Increase two scores (+2 / +1) • | 1 / Other • Special
You are proficient in all saving throws and whenever Increase one of these scores by 2 and a different
you make a saving throw and fail, you can spend 1 ki score by 1.
point to reroll it and take the second result. === FEATS ===
* Languages • MotM 5
* Timeless Body • PHB 79 Your character can speak, read, and write Common * Martial Adept • PHB 168
You no longer need food or water, and can't be aged and one other language that you and your DM agree is You learn two maneuvers of your choice from among
magically or suffer effects of old age (though you can appropriate for the character. those available to the Battle Master archetype in the
still die of it). fighter class. If a maneuver you use requires your
* Creature Type • MotM 33 target to make a saving throw to resist the maneuver's
* Opportunist • PHB 80 You are a Humanoid. effects, the saving throw DC is 19. You gain one
Whenever a creature within 5 ft. of you is hit by an superiority die per short rest, which is a d6, that is
attack made by a creature other than you, you can use * Size • MotM 33 used to fuel your maneuvers.
your reaction to make a melee attack against that You are Medium or Small. You choose the size when
creature. you select this race. | Commanding Presence • TCoE 42
When you make a Charisma (Intimidation), a Charisma
| 1 Reaction * Speed • MotM 33 (Performance), or a Charisma (Persuasion) check, you
Your walking speed is 30 ft., and you have a climbing can expend one superiority die and add the superiority
* Empty Body • PHB 79 speed equal to your walking speed. die to the ability check.
You can spend 4 ki points to become invisible and gain
resistance to all damage but force damage for 1 * Cat’s Claws • MotM 33 | Disarming Attack • PHB
minute as an action. You can spend 8 ki points to cast You can use your claws to make unarmed strikes. When you hit with a weapon attack, you can expend
the astral projection spell (for yourself only), without When you hit with them, you deal 1d6+3 slashing one superiority die to add it to the damage and to
needing material components. damage. disarm the target if it fails a STR saving throw (DC 19).

| 1 Action | 1 Action | 1 / Short Rest • No Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Monk 20
CLASS & LEVEL PLAYER NAME
T'Challa (Black Panther)
Tabaxi Noble (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

| Maneuvers: Disarming Attack: Special

| Maneuvers: Commanding Presence: Special

* Durable • PHB 166


Increase your CON score by 1. When you roll a Hit Die
to regain HP, the min HP you regain from the roll
equals 6.

* Skulker • PHB 170


You can try to hide when you are lightly obscured from
the creature from which you are hiding. When you are
hidden from a creature and miss it with a ranged
weapon attack, making the attack doesn't reveal your
position. Dim light doesn't impose disadvantage on
your Perception checks relying on sight.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 23 Medium 5’10 180
GENDER AGE SIZE HEIGHT WEIGHT
T'Challa (Black Panther) Neutral Good Black Yellow Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Minor Illusion Shadow Arts -- 1A 30 ft./5 ft. Cube S,M 1 minute PHB 260 D: 1m, 5 ft. Cube, S/M

=== 2nd LEVEL ===

O Darkness Shadow Arts -- 1A 60 ft./15 ft. Sphere V,M Concentration, up to 10 minutes PHB 230 D: 10m, 15 ft. Sphere, V/M

O Darkvision Shadow Arts -- 1A Touch V,S,M 8 hours PHB 230 D: 8h, V/S/M

O Pass without Trace Shadow Arts -- 1A Self V,S,M Concentration, up to 1 hour PHB 264 D: 1h, V/S/M

O Silence Shadow Arts -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB 275 D: 10m, 20 ft. Sphere, V/S

=== 9th LEVEL ===

O Astral Projection Empty Body -- 1h 10 ft. V,S,M Special PHB 215 D: Special, V/S/M

SPELLS

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