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1 Monk Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
I was exiled for a crime I did not commit.
STRENGTH
15 +3 35 Traits

10 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Ive been isolated so long that I rarely speak.

I am utterly serene, even in the face of disaster

0 PERSONALITY TRAITS

Hit Point Maximum 10


● +2
Strength Live and Let Live.
DEXTERITY

17



+5

+2
Dexterity
Constitution
10 Meddling in the affairs of others
causes nothing but trouble.
CURRENT HIT POINTS IDEALS
-1
Intelligence
+3 +2
Wisdom
I entered seclusion to hide from the
+1
Charisma ones that might still be hunting me. I
CONSTITUTION SAVING THROWS must someday confront them.
TEMPORARY HIT POINTS BONDS

14


+5
Acrobatics (Dex) Total 1 SUCCESSES I like keeping secrets and will not
+2 share them with anyone.
+2
Animal Handling (Wis) 1d8 FAILURES

-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)

8

+1

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Lvl 1, Unarmored Defense, No armor AC = 10+Wis+Dex
Mods.
S Sword +5 +3 Lvl 1, Martial Arts, Your a master at unarmed, shortswords
-1 +2
Insight (Wis) and simple weapons. You can use Dex instead of Strength
for to hit and damage unarmed attacks. You can roll a D4 for
+1
Intimidation (Cha) Dagger +5 +3 unarmed damage and will increase with the monks level.
Your offhand is a bonus action to get another attack as long
WISDOM -1
Investigation (Int) as you haven's taken your bonus action.
10 x Darts +5 +3
● +4
Medicine (Wis)
14
-1
Nature (Int) Short Sword, Piercing, 2lb,
+2

+4
Perception (Wis) Finesse, Light
+1
Performance (Cha)

CHARISMA +1
Persuasion (Cha) Dagger, Piercing, 1 lb,

+1
Religion (Int) Finesse, Light, 20/60 Range
12 +3
Sleight of Hand (Dex)

+5
Stealth (Dex) Darts, 1/4 lb. Finesse, 20/60
+1
+2
Survival (Wis) Range
SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


Backpack
CP
Bedroll
Mess Kit
Common, Elvish, Gnomish SP
Tinder Box
Simple Weapons
EP 10 x Torches
Shortswords
10 x Rations
No Armor Proficiency
GP 5 Waterskin
Flute Proficiency
50 Feet Hemp Rope
Herbalism Kit Proficiency
PP Herbalism Kit
Scroll Case w/ notes
Winter Blanket
Common Clothes
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
125 5'7 175 lb.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Wood Elf Traits


Dex +2, Wis +1
Darkvision = 60 feet of vision in dark as dim and dim as bright.
Keen Senses = Proficiency in the Perception Skill.
Fey Ancestry = Advantage on saving throws vs. charmed and magic cannot put you to
sleep.
Trance = Elves do not need sleep. A long rest is only 4 hours to you.
Elf Weapon Training = Proficiency with longsword, shortswords, shortbow and longbow.
Fleet of Foot = Base speed is 35 feet.
Mask of the Wild = You can attempt to hide when yo are obscured by foilage, heavy
rain, falling snow, mist, and other natural elements.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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