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Severine

dd5e char vampmonk

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

Severine

dd5e char vampmonk

Uploaded by

wallershawn0
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 6 Zendikar Vampire Monk, Way of the Bloodied Fist (3) / Rogue, The Revived (3) 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Severine
Dead Lawful Neutral The Outsider
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright light,

STRENGTH Unarmored Defense (Monk) (15) 15 and in darkness as if it were dim light.

Psionic Adept (1 Psi Point/Short Rest). You have 1 Psi Point that you can use to
PROFICIENCY BONUS +3 empower your chosen Psionic Discipline. You do not gain the Altered Effects

11
SHIELD options from the discipline.
AC Disruptive Touch. You can end minor magical or psionic effects by touching them,
and have resistance to illusions or magical damage from things you touch. If you are
grappling or otherwise touching a spellcasting or psionic creature, at the start of
N
CIE C your turn you can expend 1 or more psi to interfere with their abilities until the
+3 Strength
Y
PROFI

✘ start of your next turn. In order to cast a spell or use a Psionic power, they must
+0 succeed a Saving Throw of their spell casting or psionic ability score against your
Psionics DC unless casting a spell with a higher level or using a power with more psi
✘ +6 Dexterity points than the psi points spent on this feature.
+4 Constitution ARMOR CLASS Telekinetic. You learn the mage hand cantrip and can cast it without verbal or
somatic components, and you can make the spectral hand invisible.As a bonus
DEXTERITY
+1 Intelligence action, you can try to shove one creature you can see within 5 feet of the spectral
MAXIMUM HIT DICE TEMPORARY hand created by your mage hand spell. When you do so, the target must succeed

16
on a DC12 Strength saving throw or be pushed 5 feet away from you.
+2 Wisdom
67 6d8 Nullifcation Effects (1+ Psi Points).
+3 Charisma
Unarmored Defense. While you are wearing no armor and not wielding a shield,
CONDITIONAL
your AC equals 15.
+3 Martial Arts. Your unarmed strike does 1d4+3 damage. You can use Strength or
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
CURRENT HIT POINTS 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
CONSTITUTION DEATH SAVING THROWS
already taken a bonus action this turn.
SAVING THROWS

18
Ki. You have 3 Ki Points and your Ki DC is 13
SPEED FLY CLIMB SWIM
N
CIE C Flurry of Blows (Bonus Action—Ki). Immediately after you take the Attack action on
+6 Acrobatics (Dex) 40ft. 0ft. 0ft. 0ft.
Y
PROFI

✘ your turn, you can spend 1 ki point to make two unarmed strikes.
RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Patient Defense (Bonus Action—Ki). You can spend 1 ki point to take the Dodge
+4 +1 Arcana (Int) Darkvision
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
+0 Athletics (Str) Resistances. Necrotic turn.

INTELLIGENCE ✘ +6 Deception (Cha) Unarmored Movement. Your speed increases by 10 feet while you are not wearing
armor or wielding a shield.

13 ✘


+4 History (Int)
+5 Insight (Wis)
Deflect Missiles (Reaction). You can deflect or catch the missile when you are hit by
a ranged weapon attack. When you do so, the damage you take from the attack is
reduced by 1d10+6.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
✘✘ +9 Intimidation (Cha) SPEED, SENSES, & CONDITIONS with the weapon or piece of ammunition you just caught, as part of the same
+1 +1 Investigation (Int)
reaction. You make this attack with proficiency, regardless of your weapon
proficiencies, and the missile counts as a monk weapon for the attack.

+2 Medicine (Wis) Vampiric Resistance. You have resistance to Sanguine Arts (Action). You can spend 2 ki points to cast bloodburn, blood seal, or
sanguine rope without providing material components. You also know the
WISDOM
necrotic damage. bloodletting cantrip. You must still pay the hemomancy costs associated with each
+1 Nature (Int) spell.

14 +2 Perception (Wis) Bloodthirst. You can drain blood and life energy Sneak Attack. Once per turn, you can deal an extra 2d6 damage to one creature
you hit with an attack if you have advantage on the attack roll. The attack must use
from a willing creature, or one that is grappled by a finesse or a ranged weapon.You don’t need advantage on the attack roll if
+3 Performance (Cha) you, incapacitated, or restrained. Make a melee another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated,
and you don’t have disadvantage on the attack roll.
+3 Persuasion (Cha) attack against the target. If you hit, you deal 1
+2 +1 Religion (Int)
piercing damage and 1d6 necrotic damage. The Thieves’ Cant. A secret mix of dialect, jargon, and code that allows you to hide
messages in seemingly normal conversation. Only another creature that knows
target’s hit point maximum is reduced by an thieves’ cant understands such messages. It takes four times longer to convey such
a message than it does to speak the same idea plainly.In addition, you understand a
+3 Sleight of Hand (Dex) amount equal to the necrotic damage taken, and set of secret signs and symbols used to convey short, simple messages, such as
CHARISMA you regain hit points equal to that amount. The whether an area is dangerous or the territory of a thieves’ guild, whether loot is
✘✘ +9 Stealth (Dex) reduction lasts until the target finishes a long rest. nearby, or whether the people in an area are easy marks or will provide a safe
house for thieves on the run.

16 +2 Survival (Wis) The target dies if this effect reduces its hit point Cunning Action. You can take a bonus action on each of your turns in combat. This
SKILLS maximum to 0. action can be used only to take the Dash, Disengage, or Hide action.

Tokens of Past Lives. When you finish a long rest, you gain one skill or tool
Null Transformation. A humanoid killed with your proficiency of your choice. You can replace this proficiency with another when you
+3 12 PASSIVE PERCEPTION Bloodthirst ability becomes a null. finish a long rest.

Revived Nature. Your newfound connection to death gives you the following
benefits:
• You have advantage on saving throws against disease and being poisoned, and
you have resistance to poison damage.
ADVANTAGE • You don’t need to eat, drink, or breathe.
• You don’t need to sleep. When you take a long rest, you must spend at least
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
four hours in an inactive, motionless state, rather than sleeping. In this state, you
remain semiconscious, and you can hear as normal.

Bolts from the Grave. Immediately after you use your Cunning Action, you can
make a ranged spell attack against a creature within 30 feet of you, provided you
haven’t used your Sneak Attack this turn. You are proficient with it, and you add
NAME RANGE ATTACK DAMAGE / TYPE your Dexterity modifier to its attack and damage rolls. A creature hit by this attack
(+6 vs AC) takes 2d6+3 necrotic damage. This uses your Sneak Attack for the turn.
Bloodletting Touch +5 vs AC 2d12 necrotic
You touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain
FEATURES & TRAITS
Blood Spear 20/60 +8 vs AC 1d6+3 piercing +2 magical
Thrown, Versatile, Magical When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Alchemist’s supplies, Thieves’


tools

Languages. Common, Vampire, Infernal,


Undercommon, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male ? 6'6" 195 lbs.
GENDER AGE HEIGHT WEIGHT
Severine Glowing Orange Caucasian Blonde, Long & Loose
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.

Those who ask me about my death quickly learn to How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
never ask again. them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
When I want something, I’m direct and simple in my accident? A disease?
request.
How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?

Vengeance. I will find and punish what killed me. What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
(Neutral) paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?

Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?

Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
I wish to bring back another who died by my side. who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND

Death isn’t a big deal to me. I’ve died and come


back. People should stop whining.

FLAW BACKGROUND STORY

Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.

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 Blood Spear. Kavan was a ruthless chieftain whose tribe
Backpack 1 5 [Blood Spear] 1 3 lived in the Balinok Mountains centuries before the
Bedroll 1 7 arrival of Strahd von Zarovich. Although he was very
Mess Kit 1 1 much alive, Kavan had some traits in common with
Tinderbox 1 1 vampires: he slept during the day and hunted at night,
Torch 10 10 he drank the blood of his prey, and he lived
Rations (1 day) 10 20 underground. In battle he wielded a spear stained with
Waterskin 1 5 blood. His was the first blood spear, a weapon that
Rope, Hempen (50 feet) 1 10 drains life from those it kills and transfers that life to its
wielder, imbuing that individual with the stamina to
keep fighting.
When you hit with a melee attack using this magic
spear and reduce the target to 0 hit points, you gain 2d6
temporary hit points.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 5 0 506 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

72.2 lb / 165 lb 330 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.
Bloodletting Mage Hand Bloodburn
Necromancy Cantrip (hemomancy) Conjuration Cantrip 1st-level necromancy (hemomancy)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 30 feet RANGE 120 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

Hemomancy HP cost: 1 A spectral, floating hand appears at a point you choose within range. Hemomancy HP cost min/max: 1/10
You touch a creature and expend 1 hit point, opening a wound The hand lasts for the duration or until you dismiss it as an action. You inflict a burning pain upon yourself, causing another creature
where you touch. Make a melee spell attack against the target. You The hand vanishes if it is ever more than 30 feet away from you or if that you can see within range to feel an even more excruciating pain
have advantage on the attack roll if the target is below half its hit you cast this spell again. as their blood boils. As you cast the spell, you must expend a number
point maximum. On a hit, the target takes 1d12 necrotic damage. If You can use your action to control the hand. You can use the hand of hit points. The creature must then make a Constitution saving
this damage reduces the target to 0 hit points, you gain temporary hit to manipulate an object, open an unlocked door or container, stow or throw. On a failed save, the creature takes 2d6 + the number of hit
points equal to the damage dealt. These temporary hit points last for retrieve an item from an open container, or pour the contents out of points spent as fire damage, and immediately falls prone as they
1 minute. a vial. You can move the hand up to 30 feet each time you use it. become wracked with pain. On a successful save, the target takes
The spell’s damage increases by 1d12 when you reach 5th level The hand can’t attack, activate magic items, or carry more than 10 half as much damage and doesn’t fall prone.
(2d12), 11th level (3d12), and 17th level (4d12). pounds. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Sanguine Arts (Monk) Dark Arts Player’s Companion Telekinetic Player’s Handbook Sanguine Arts (Monk) Dark Arts Player’s Companion

Denial Blood Seal Sanguine Rope


1st-level psionic power 2nd-level necromancy (hemomancy) 2nd-level transmutation (hemomancy)

CASTING TIME 1 Action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE Varies (see below)
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS S COMPONENTS V, S, M (an ornate dagger worth at least 25 gp) COMPONENTS V, S
You release a burst of raw psionic nullification at a creature you can see within range. The Hemomancy HP cost min/max: 4/15 Hemomancy HP cost min/max: 4/15
creature must make a Charisma saving throw. On failure, you can apply 1d4 force damage
as its existence is disrupted. You inflict a wound upon yourself to create a protective seal on You draw out a portion of your blood, forming it into a rope that
If the target is a celestial, fiend, construct, elemental, aberration, undead, or a creature another creature within range. As you cast the spell, you expend a you can use to either pull yourself to a location, or pull an object or
with the ability to cast spells or use psionic powers it takes an additional 1d4 force damage, number of hit points and the target gains 1d8 + the number of hit creature to you. As you cast the spell, you must expend a number of
and becomes disoriented; until the end of its next turn, it rolls a d4 and subtracts the
number rolled from all its attack rolls and ability checks, as well as its Constitution saving points spent as temporary hit points for the duration. hit points. Then, you immediately send the rope to grab a target that
throws to maintain concentration. At Higher Levels. When you cast this spell using a spell slot of 3rd you can see within a range equal to 5 times the number of hit points
A creature can chose to fail the saving throw. level or higher, the target gains 1d8 additional temporary hit points spent. Once you grab a target, you can either pull yourself to a
You can spend Psi Points up to your per use limit to add the following prefixes to Denial
modifying it’s functionality (you can add multiple prefixes). The points must be spent when for each slot level above 2nd. location within 5 feet of the target, or you can attempt to pull the
choosing the target of the power. target to a location within 5 feet of you. In order to pull the target to
Aura of (3 psi points): Instead of targeting a creature, it becomes an effect around you you, it must weigh less than 100 pounds, and if it is a creature it can
with a radius of 20 feet; any creature of your choice that enters or starts its turn in the area
of effect is targeted by the spell. make a Strength saving throw to avoid being pulled. If you pull
Existential (1+ psi points): You can deal an additional 1d4 initial and bonus (if applicable) yourself to a target, you move in a straight line towards the target
force damage to the target creature. and take opportunity attacks as normal.
Firm (2 psi points): The target creature has disadvantage on the saving throw against the At Higher Levels. When you cast this spell using a spell slot of 3rd
ability.
Lingering (1+ psi points): You can apply the effect of Disruptive Touch to an affected level or higher, the amount of weight you can pull increases by 50
creature. pounds for each slot level above 2nd.
Supernatural (1+ psi points): A supernatural effect of or on the creature is ended; if the
effect is a magical or psionic power, it is only ended if the psi points spent on this modifier
equals or exceeds the spell level or psi points spent on the effect.
If the property is an innate property of a creature (either of the target creature, or
effecting the target this power), it is only ended if the psi points exceed the CR (or class
levels) of the target creature, and they return at the end of that creatures next turn. The
supernatural effect cannot be its existence, unless it has less than 10 hit points and it would
otherwise qualify.
WHAT IS A SUPERNATURAL EFFECT?
Outside of spells or psionic powers, what a supernatural effect is will be up to your DM. I
would typically consider things like a Beholder’s ability to float, a banshee’s screech, a

Alternate Effects Kibbles’ Psion Expanded Sanguine Arts (Monk) Dark Arts Player’s Companion Sanguine Arts (Monk) Dark Arts Player’s Companion
Backpack Bedroll Mess Kit
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook

Tinderbox Torch Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin Rope, Hempen (50 feet) Blood Spear


Adventuring Gear Adventuring Gear Weapons

Rope, whether made of hemp or silk, has 2 hit points and Kavan was a ruthless chieftain whose tribe lived in the
can be burst with a DC 17 Strength check. Balinok Mountains centuries before the arrival of Strahd
von Zarovich. Although he was very much alive, Kavan had
some traits in common with vampires: he slept during the
day and hunted at night, he drank the blood of his prey,
and he lived underground. In battle he wielded a spear
stained with blood. His was the first blood spear, a weapon
that drains life from those it kills and transfers that life to
its wielder, imbuing that individual with the stamina to
keep fighting.
When you hit with a melee attack using this magic spear
and reduce the target to 0 hit points, you gain 2d6
temporary hit points.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook 3 lb. Curse of Strahd
Darkvision Vampiric Resistance Bloodthirst
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have resistance to necrotic damage. You can drain blood and life energy from a willing creature,
dwell underground, have darkvision. Within a specified or one that is grappled by you, incapacitated, or restrained.
range, a creature with darkvision can see in darkness as if Make a melee attack against the target. If you hit, you deal
the darkness were dim light, so areas of darkness are only 1 piercing damage and 1d6 necrotic damage. The target’s
lightly obscured as far as that creature is concerned. hit point maximum is reduced by an amount equal to the
However, the creature can’t discern color in darkness, only necrotic damage taken, and you regain hit points equal to
shades of gray. that amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point
maximum to 0.

Vampire Player’s Handbook Vampire Plane Shift: Zendikar Vampire Plane Shift: Zendikar

Null Transformation Psionic Adept Nullification Discipline


Racial Trait Feat Class Feature

A humanoid killed with your Bloodthirst ability becomes a You develop a minor grasp of psionic power, either Nullification is the ability to interfere with the supernatural
null. uncovering an innate potential within yourself, through effects of the world, reverting reality back it’s original state.
contact with a psionic source, or through training. You gain DISRUPTIVE TOUCH
one of the psionic disciplines of the Psion class, gaining the When you gain this feature, you can control the aura of
attached psionic feature and psionic power, but you do not interference, wreathing yourself in the disruptive power
gain use of any associated spells when gain a Discipline that asserts reality. You can end minor magical or psionic
from this feat. effects (such as the result of cantrips or zero point psionic
You gain 1 psi point that you can use to empower the powers) by touching them, and have resistance to illusions
Discipline. You regain use of this Psi Point when you or magical damage from things you touch (gaining
complete a short or long rest. advantage on the saving throw against them, if applicable).
If you are grappling or otherwise touching a spellcasting
or psionic creature, at the start of your turn you can
expend 1 or more psi to interfere with their abilities until
the start of your next turn. In order to cast a spell or use a
Psionic power, they must succeed a Saving Throw of their
spell casting or psionic ability score against your Psionics DC
unless casting a spell with a higher level or using a power
with more psi points than the psi points spent on this
feature.

Zendikar Vampire Plane Shift: Zendikar Additional Feat, Psionic Adept Kibbles’ Psion Psionic Adept Kibbles’ Psion Expanded

Telekinetic Alternate Effects Unarmored Defense


Feat Class Feature Class Feature

You learn to move things with your mind. You gain the Additionally, when you learn the Nullification psionic Beginning at 1st level, while you are wearing no armor and
following benefits: discipline you can use your Psionics feature to cast the not wielding a shield, your AC equals 10 + your Dexterity
• Increase your Intelligence score by 1, to a maximum of following spells as per the rules defined in the feature: modifier + your Wisdom modifier.
20. Point Cost Alternate Effects
• You learn the mage hand cantrip. You can cast it 1 protection from evil and good
psion
without verbal or somatic components, and you can make 2 nullify effect
the spectral hand invisible. 3 dispel magic, counterspell, remove curse
• As a bonus action, you can try to shove one creature 4 banishment
you can see within 5 feet of the spectral hand created by 5 dispel evil and good
your mage hand spell. When you do so, the target must
succeed on a Strength saving throw (DC 8 + your If a spell can be cast at a higher level, you can spend an
proficiency bonus + your Intelligence modifier) or be additional psi point to cast it at that higher level.
pushed 5 feet away from you.

Additional Feat, Telekinetic


Unearthed Arcana: Fighter, Rogue, and Wizard Nullification Discipline Kibbles’ Psion Expanded 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

Deflect Missiles Sanguine Arts Sneak Attack


Class Feature Archetype Feature Class Feature

Starting at 3rd level, you can use your reaction to deflect or Starting when you choose this tradition at 3rd level, you Beginning at 1st level, you know how to strike subtly and
catch the missile when you are hit by a ranged weapon can use your ki to duplicate the effects of certain spells. As exploit a foe’s distraction. Once per turn, you can deal an
attack. When you do so, the damage you take from the an action, you can spend 2 ki points to cast bloodburn, extra 1d6 damage to one creature you hit with an attack if
attack is reduced by 1d10 + your Dexterity modifier + your blood seal, or sanguine rope without providing material you have advantage on the attack roll. The attack must use
monk level. components. Additionally, you gain the bloodletting cantrip a finesse or a ranged weapon.
If you reduce the damage to 0, you can catch the missile if you don’t already know it. You must still pay the You don’t need advantage on the attack roll if another
if it is small enough for you to hold in one hand and you hemomancy costs associated with each spell. enemy of the target is within 5 feet of it, that enemy isn’t
have at least one hand free. If you catch a missile in this incapacitated, and you don’t have disadvantage on the
way, you can spend 1 ki point to make a ranged attack with attack roll.
the weapon or piece of ammunition you just caught, as part The amount of the extra damage increases as you gain
of the same reaction. You make this attack with proficiency, levels in this class, as shown in the Sneak Attack column of
regardless of your weapon proficiencies, and the missile the Rogue table.
counts as a monk weapon for the attack.

Monk Player’s Handbook Way of the Bloodied Fist Dark Arts Player’s Companion Rogue Player’s Handbook
Thieves’ Cant Cunning Action Tokens of Past Lives
Class Feature Class Feature Archetype Feature

During your rogue training you learned thieves’ cant, a Starting at 2nd level, your quick thinking and agility allow 3rd-level Revived feature
secret mix of dialect, jargon, and code that allows you to you to move and act quickly. You can take a bonus action You remember talents you had in your previous life.
hide messages in seemingly normal conversation. Only on each of your turns in combat. This action can be used When you finish a long rest, you gain one skill or tool
another creature that knows thieves’ cant understands only to take the Dash, Disengage, or Hide action. proficiency of your choice. You can replace this proficiency
such messages. It takes four times longer to convey such a with another when you finish a long rest.
message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves’
guild, whether loot is nearby, or whether the people in an
area are easy marks or will provide a safe house for thieves
on the run.

Rogue Player’s Handbook Rogue Player’s Handbook The Revived Unearthed Arcana: Fighter, Ranger, and Rogue

Revived Nature Bolts from the Grave


Archetype Feature Archetype Feature

3rd-level Revived feature 3rd-level Revived feature


Your newfound connection to death gives you the You have learned to unleash bolts of necrotic energy
following benefits: from within your revived body. Immediately after you use
• You have advantage on saving throws against disease your Cunning Action, you can make a ranged spell attack
and being poisoned, and you have resistance to poison against a creature within 30 feet of you, provided you
damage. haven’t used your Sneak Attack this turn. You are proficient
• You don’t need to eat, drink, or breathe. with it, and you add your Dexterity modifier to its attack
• You don’t need to sleep. When you take a long rest, and damage rolls. A creature hit by this attack takes
you must spend at least four hours in an inactive, necrotic damage equal to your Sneak Attack. This uses your
motionless state, rather than sleeping. In this state, you Sneak Attack for the turn.
remain semiconscious, and you can hear as normal.

The Revived Unearthed Arcana: Fighter, Ranger, and Rogue The Revived Unearthed Arcana: Fighter, Ranger, and Rogue

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