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Way Of The Shadow M…
CLASS & LEVEL BACKGROUND PLAYER NAME
Brocko Jocko
Wood Elf Ancestry Chaotic Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 18 5 50 've only spent time outside the
temple carying out secret missions
1 3 PROFICIENCY BONUS for the Order of the Guilded Eye.
Because I've been living in the
12 shadows for such a long time I have
Hit Point Maximum 65
4 Strength almost no practical experience
DEXTERITY 8 Dexterity dealing with people in the outside
3 Constitution CURRENT HIT POINTS world.
5 0 Intelligence
PERSONALITY TRAITS
20 3 Wisdom
3 Charisma
TEMPORARY HIT POINTS Punishing an evil act is just.
CONSTITUTION SAVING THROWS
Punishing an evil upbringing is not.
3 8 Acrobatics (Dex)
8
IDEALS
16 3 Animal Handlin…
0 Arcana (Int)
INTELLIGENCE 1 Athletics (Str) I entered seclusion to hide from the
3 Deception (Cha)
0 0 History (Int)
NAME ATK DAMAGE/
TYPE
Order of the Gilded Eye because I
was forced to comit a terrible crime.
3 Insight (Wis) I will do anything to prove myself
11 Dart +8 1d6+5 Pier…
3 Intimidation (C… superior to my hated mentor. I must
0 Investigation (Int) confront them someday and I am
WISDOM Wakizashi +8 1d6+5 Sla…
hoping to redeem myself for what I
3 Medicine (Wis)
3 0 Nature (Int) Monk Una… +9 1d6+5 blu…
have done.
3 Perception (Wis) BONDS
16 Rusty Knive +4 1d4+1 Pier…
3 Performance (…
3 Persuasion (C…
CHARISMA Eldritch Maul 1d6 Force I am slow to trust members of other
3 Religion (Int)
races, tribes, and societies.
3 5 Sleight of Han…
8 Stealth (Dex)
Giant Slay… +9 1d8+6 Blu…
16 6 Survival (Wis) ATTACKS & SPELLCASTING
FLAWS
SKILLS
20 2 2007 31
CP SP EP GP PP Martial Arts
13 PASSIVE WISDOM (PERCEPTION) Ki
1 Prayer Book Unarmored Defense
LANGUAGE: Common, Dwarvish, 19 Darts Unarmored Movement
Elvish 1 Holy Symbol Mask of the Wild
WEAPON: Dart, Wakizashi 3 Stick of Incense Way of Shadow
OTHER: Darkvision 1 Vestment
Flurry of Blows
1 Belt Pouch
OTHER PROFICIENCIES & Patient Defense
1 Wakizashi
LANGUAGES Step of the Wind
EQUIPMENT
Deflect Missiles
Darkvision
Shadow Arts
Trance
Slow Fall
Extra Attack
Stunning Strike
Ki-Empowered Strikes
Shadow Step
Cast Darkness
Evasion
Stillness of Mind
Eye Tattoo of Devil’s Sight
Eldritch Claw Tattoo
FEATURES & TRAITS
NAME ATK DAMAGE/ Total: 8 Total:
CP SP EP GP PP
TYPE 5 3
KI STICK OF
1 Stealth Clothes
INCENSE
1 Backpack
1 Bedroll Total: Total:
1 Mess Kit
1 Tinderbox
1 Hourglass
ATTACKS & SPELLCASTING
10 Torch Total: Total:
5 Rations
1 Waterskin
1 Hempen rope (50 feet)
1 Crowbar
1 Hammer
10 Pitons
1 Gold Chain
3 Gem Stones
1 Thieves Set
1 Signal Whistle
1 green Robes
1 Rusty Knives
1 Platinum Badge
18 Paardeworst
EQUIPMENT
WISDOM 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
minor illusion
4 0 7 0
1 0
5 0 8 0
2 0
Darkness
9 0
FEATURES & TRAITS
Martial Arts Unarmored Defense Darkvision
Your practice of martial arts gives you mastery of Beginning at 1st level, while you are wearing no Accustomed to twilit forests and the night sky,
combat styles that use unarmed strikes and armor and not wielding a shield, your AC equals you have superior vision in dark and dim
monk weapons, which are shortswords and any 10 + your Dexterity modifier + your Wisdom conditions. You can see in dim light within 60
simple melee weapons that donʼt have the two- modifier. feet of you as if it were bright light, and in
handed or heavy property. You gain the darkness as if it were dim light. You canʼt discern
following benefits while you are unarmed or Unarmored Movement color in darkness, only shades of gray.
wielding only monk weapons and you arenʼt Starting at 2nd level, your speed increases by 10
wearing armor or wielding a shield: You can use feet while you are not wearing armor or wielding Shadow Arts
Dexterity instead of Strength for the attack and a shield. Starting when you choose this tradition at 3rd
damage rolls of your unarmed strikes and monk level, you can use your ki to duplicate the effects
Mask of the Wild of certain spells. As an action, you can spend 2
weapons. You can roll a d6 in place of the
You can attempt to hide even when you are only ki points to cast darkness, darkvision, pass
normal damage of your unarmed strike or monk
lightly obscured by foliage, heavy rain, falling without trace, or silence, without providing
weapon. This die changes as you gain monk
snow, mist, and other natural phenomena. material components. Additionally, you gain the
levels, as shown in the Martial Arts column of
the Monk table. When you use the Attack action minor illusion cantrip if you don't already know it.
Way of Shadow
with an unarmed strike or a monk weapon on As a monk who follows the Way of Shadows you Trance
your turn, you can make one unarmed strike as a are reliant upon stealth, subterfuge and shadow, Elves don't need to sleep. Instead, they meditate
bonus action. For example, if you take the Attack you have the ability to work as a spy or an deeply, remaining semiconscious, for 4 hours a
action and attack with a quarterstaff, you can assassin, carrying out your secret missions day. (The Common word for such meditation is
also make an unarmed strike as a bonus action, behind a carefully structured façade designed to “trance.”) While meditating, you can dream after
assuming you havenʼt already taken a bonus hide your true purpose. You own mysterious a fashion; such dreams are actually mental
action this turn. Certain monasteries use stealth maneuvers through your Ki. exercises that have become reflexive through
specialized forms of the monk weapons. For
years of practice. After resting in this way, you
example, you might use a club that is two Flurry of Blows
gain the same benefit that a human does from 8
lengths of wood connected by a short chain Immediately after you take the Attack action on
hours of sleep.
(called a nunchaku) or a sickle with a shorter, your turn, you can spend 1 ki point to make two
straighter blade (called a kama). Whatever unarmed strikes as a bonus action. Slow Fall
name you use for a monk weapon, you can use Beginning at 4th level, you can use your reaction
the game statistics provided for the weapon. Patient Defense
when you fall to reduce any falling damage you
You can spend 1 ki point to take the Dodge
take by an amount equal to five times your monk
Ki action as a bonus action on your turn.
level.
Starting at 2nd level, your training allows you to
harness the mystic energy of ki. Your access to Step of the Wind
Extra Attack
this energy is represented by a number of ki You can spend 1 ki point to take the Disengage
Beginning at 5th level, you can attack twice,
points. Your monk level determines the number or Dash action as a bonus action on your turn,
instead of once, whenever you take the Attack
of points you have, as shown in the Ki Points and your jump distance is doubled for the turn.
action on your turn.
column of the Monk table. You can spend these
Deflect Missiles
points to fuel various ki features. You start Stunning Strike
Starting at 3rd level, you can use your reaction
knowing three such features: Flurry of Blows, Starting at 5th level, you can interfere with the
to deflect or catch the missile when you are hit
Patient Defense, and Step of the Wind. You learn flow of ki in an opponentʼs body. When you hit
by a ranged weapon attack. When you do so,
more ki features as you gain levels in this class. another creature with a melee weapon attack,
the damage you take from the attack is reduced
When you spend a ki point, it is unavailable until you can spend 1 ki point to attempt a stunning
by 1d10 + your Dexterity modifier + your monk
you finish a short or long rest, at the end of strike. The target must succeed on a
level. If you reduce the damage to 0, you can
which you draw all of your expended ki back into Constitution saving throw or be stunned until
catch the missile if it is small enough for you to
yourself. You must spend at least 30 minutes of the end of your next turn.
hold in one hand and you have at least one hand
the rest meditating to regain your ki points.
free. If you catch a missile in this way, you can Ki-Empowered Strikes
Some of your ki features require your target to
spend 1 ki point to make a ranged attack with Starting at 6th level, your unarmed strikes count
make a saving throw to resist the featureʼs
the weapon or piece of ammunition you just as magical for the purpose of overcoming
effects. The saving throw DC is calculated as
caught, as part of the same reaction. You make resistance and immunity to nonmagical attacks
follows: Ki save DC = 8 + your proficiency bonus
this attack with proficiency, regardless of your and damage.
+ your Wisdom modifier
weapon proficiencies, and the missile counts as
a monk weapon for the attack.
Shadow Step Evasion Eye Tattoo of Devilʼs Sight
another. When you are in dim light or darkness, At 7th level, your instinctive agility lets you The ink off this tattoo is made from the eyes of a
as a bonus action you can teleport up to 60 feet dodge out of the way of certain area effects, devil. With this tattoo, you can see normally in
to an unoccupied space you can see that is also such as a blue dragonʼs lightning breath or a darkness, both magical and nonmagical, out to a
in dim light or darkness. You then have fireball spell. When you are subjected to an range of 120 feet. In addition when you are
advantage on the first melee attack you make effect that allows you to make a Dexterity saving within 60 feet of a demon, fiend, or undead,
before the end of the turn. throw to take only half damage, you instead take your Charisma score increases by 2, to a
no damage if you succeed on the saving throw, maximum of 20. Otherwise, your Charisma
Cast Darkness and only half damage if you fail. score decreases by 2, to a minimum of 3.
Use two ki points to cast darkness.
Stillness of Mind Eldritch Claw Tattoo
Starting at 7th level, you can use your action to This tattoo depicts clawlike forms and other
end one effect on yourself that is causing you to jagged shapes on your head. When making
be charmed or frightened. unarmed strikes, the ink physically manifests
into dark claws. you gain an extra d6 of damage
on your attacks.
SPELLS
minor illusion Darkness
Abjuration cantrip Evocation 2
Casting Time: Casting Time:
Range: Range: 60 feet
Target: Target:
Components: V S M Components: V M
Duration: Duration: Concentrationup to 10 minutes
Description: Description:
Magical Darkness spreads from a point within
range and fills a 15-foot-radius Sphere.
Darkvision can't see through it, and nonmagical
light can't illuminate it. Alternatively, you cast the
spell on an object that isn't being worn or
carried, causing the Darkness to fill a 15-foot
Emanation originating from that object.
Covering that object with something opaque,
such as a bowl or helm, blocks the Darkness. If
any of this spell's area overlaps with an area of
Bright Light or Dim Light created by a spell of
level 2 or lower, that other spell is dispelled.