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Monk 3

CLASS & LEVEL BACKGROUND PLAYER NAME

900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I do not care about material things. The
only thing that interests me is
ARMOR knowledge.
PROFICIENCY BONUS CLASS INITIATIVE SPEED I share my wise tales with everyone.
PERSONALITY TRAITS

Hit Point Maximum


● Strength
DEXTERITY ●
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

3

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

History (Int) Martial Arts - When you attack once
Unarmed Strike
Insight (Wis) with an Unarmed Strike, you may
Intimidation (Cha) +5 attack again as a bonus action.
WISDOM Investigation (Int) Ki (2/Rest):

Medicine (Wis) Using the magical energy of Ki, you
Nature (Int) can fuel multiple features...
Dart: piercing, finesse,
Perception (Wis)
thrown, range (80ft./320ft.) -Flurry of Blows - After you attack on
Performance (Cha) your turn, you can spend 1 ki point to
CHARISMA Persuasion (Cha) make two Unarmed Strike attacks as a

Religion (Int) bonus action.
-Patient Defense - You can spend 1 ki
Sleight of Hand (Dex)
point to take the Dodge action as a
Stealth (Dex) bonus action.
Survival (Wis) -Step of the Wind - You can spend 1
SKILLS ATTACKS & SPELLCASTING
ki point to Dash as a bonus action on
your turn, and your jump distance is
doubled for the turn.
PASSIVE WISDOM (PERCEPTION)
CP -Backpack
-Bedroll Open Hand Technique:
Whenever you hit a creature with one
-Common clothes
Languages: Common, Dwarvish, SP of the attacks granted by Flurry of
-A scroll case full of notes Blows, you can impose one of the
Elvish -Mess Kit
EP
following effects on that target...
-Hempen Rope (50 ft.)
Armor: None
-Tinderbox -It must succeed on a DC 12 Dexterity
Weapons: Shortswords, Simple
GP -10 days of rations saving throw or be knocked prone.
Weapons -Torch x 10 -It must make a DC 12 Strength saving
PP -Waterskin throw. If it fails, you can push it up to
Tools: Herbalism Kit, Painter's -Winter blanket 15 feet away from you.
Supplies -Herbalism Kit -It can't take reactions until the end of
your next turn.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

You lived in seclusion – either in a sheltered community such as


a monastery, or entirely alone – for a formative part of your life. In
your time apart from the clamor of society, you found quiet,
solitude, and perhaps some of the answers you were looking for.

The quiet seclusion of your extended hermitage gave you access


to a unique and powerful discovery. Searching through an ancient
wizard's tower imbued you with a Boon of Immortality - You stop
aging. you are immune to any effect that would age you, and you
can't die from old age.

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

2

5

9

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

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