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Level 15 Human Monk 165000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


bobo
Faction Agent Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Crusher. Once per turn, when you hit a creature with an attack that
STRENGTH Unarmored Defense (Monk) (20) 20 deals bludgeoning damage, you can move it 5 feet to an unoccupied
space, provided the target is no more than one size larger than
PROFICIENCY BONUS +5 you.When you score a critical hit that deals bludgeoning damage to a

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SHIELD creature, attack rolls against that creature are made with advantage
AC until the end of your next turn.

Unarmored Defense. While you are wearing no armor and not wielding
N
CIE C
a shield, your AC equals 20.
+5 Strength
Y
PROFI


+2 Martial Arts. Your unarmed strike does 1d8+5 damage. You can use
✘ +10 Dexterity 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
✘ +5 Constitution ARMOR CLASS one unarmed strike as a bonus action. For example, if you take the
DEXTERITY Attack action and attack with a quarterstaff, you can also make an
✘ +5 Intelligence unarmed strike as a bonus action, assuming you haven’t already taken a
MAXIMUM HIT DICE TEMPORARY

20
bonus action this turn.
✘ +10 Wisdom
78 15d8 Ki. You have 15 Ki Points and your Ki DC is 18
✘ +4 Charisma
CONDITIONAL
Flurry of Blows (Bonus Action—Ki). Immediately after you take the
Attack action on your turn, you can spend 1 ki point to make two
+5 unarmed strikes.

Patient Defense (Bonus Action—Ki). You can spend 1 ki point to take the
CURRENT HIT POINTS Dodge action on your turn.
CONSTITUTION DEATH SAVING THROWS
Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to take
SAVING THROWS
the Disengage or Dash action on your turn, and your jump distance is

10 SPEED FLY CLIMB SWIM doubled for the turn.


N
CIE C

+10 Acrobatics (Dex) 55ft. 0ft. 0ft. 0ft.


Y
PROFI

✘ Unarmored Movement. Your speed increases by 25 feet while you are


RT

EXPE
not wearing armor or wielding a shield. You gain the ability to move
+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION along vertical surfaces and across liquids on your turn without falling
+0 +0 Arcana (Int)
during the move.

Deflect Missiles (Reaction). You can deflect or catch the missile when
✘ +5 Athletics (Str) you are hit by a ranged weapon attack. When you do so, the damage
you take from the attack is reduced by 1d10+20.If you reduce the
INTELLIGENCE -1 Deception (Cha) 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

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missile in this way, you can spend 1 ki point to make a ranged attack
✘ +5 History (Int) with the weapon or piece of ammunition you just caught, as part of the
same reaction. You make this attack with proficiency, regardless of your
✘ +10 Insight (Wis) weapon proficiencies, and the missile counts as a monk weapon for the
attack.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
Slow Fall (Reaction). Reduce any falling damage you take by 75.

Extra Attack. You can attack twice, instead of once, whenever you take
+5 Medicine (Wis) the Attack action on your turn.
WISDOM +0 Nature (Int) Stunning Strike (Ki). When you hit another creature with a melee
weapon attack, you can spend 1 ki point to attempt a stunning strike.

20 ✘ +10 Perception (Wis)


-1 Performance (Cha)
The target must succeed on a Constitution saving throw or be stunned
until the end of your next turn.

Ki-Empowered Strikes. Your unarmed strikes count as magical for the


-1 Persuasion (Cha) purpose of overcoming resistance and immunity to nonmagical attacks
+5 +0 Religion (Int)
and damage.

Evasion. When you are subjected to an effect that allows you to make a
+5 Sleight of Hand (Dex) Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
CHARISMA +5 Stealth (Dex) fail.

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Stillness of Mind (Action). You can end one effect on yourself that is
+5 Survival (Wis) causing you to be charmed or frightened.
SKILLS
Purity of Body. Your mastery of the ki flowing through you makes you
immune to disease and poison.
-1 20 PASSIVE PERCEPTION Tongue of the Sun and Moon. You learn to touch the ki of other minds
so that you understand all spoken languages. Moreover, any creature
that can understand a language can understand what you say.

ADVANTAGE Diamond Soul (Ki). Whenever you make a saving throw and fail, you can
spend 1 ki point to reroll it and take the second result.
INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS Timeless Body. Your ki sustains you so that you suffer none of the frailty
of old age, and you can’t be aged magically.You no longer need food or
water.
NAME RANGE ATTACK DAMAGE / TYPE
Quarterstaff 5 ft +5 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Cartographer’s tools

Languages. Common, Dwarvish, Infernal,


Undercommon

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
bobo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These
factions pursue their agendas without regard for political boundaries, and their members operate anywhere the
organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders
(people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop
minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that
organization, but who serve as its hands, head, and heart.

As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in
Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals
PERSONALITY TRAITS
mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction
(though you can choose to do so), and it might enhance your status in the faction.

IDEAL

BOND

FLAW BACKGROUND STORY

Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

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
Dungeoneer’s Pack 1 10
[Quarterstaff] 1 4

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

14 lb / 150 lb 300 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.
Quarterstaff
Simple Melee Weapon

RANGE 5 ft
ATTACK +5 vs AC
DAMAGE 1d6+0 bludgeoning
Versatile
Dungeoneer’s Pack Quarterstaff
Equipment Packs Weapons

Includes a backpack, a crowbar, a hammer, 10 pitons, 10


torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
side of it.

10 lbs. Player’s Handbook 4 lb. Player’s Handbook

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