You are on page 1of 3

Monk 2 Sailor Flash

CLASS & LEVEL BACKGROUND PLAYER NAME


Barnacle bill
Human neutrally meme
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH +15ft
+14
14 ARMOR
+3 40 I enjoy sailing into new ports and
making new friends over a flagon of
CLASS
+4 PROFICIENCY BONUS INITIATIVE SPEED ale.
+2 PERSONALITY TRAITS

Hit Point Maximum 18


● +6
Strength
DEXTERITY Aspiration. Someday, I'll own my

17



+6

+1
Dexterity
Constitution
18 own ship and chart my own destiny.
CURRENT HIT POINTS IDEALS
-1
Intelligence
+3 +1
Wisdom
Ruthless pirates murdered my captain and

CONSTITUTION
0
Charisma
SAVING THROWS
2/2ki crewmates, plundered our ship, and left me
to die. Vengeance will be mine.
TEMPORARY HIT POINTS BONDS
15

+7
Acrobatics (Dex) Total SUCCESSES Once I start drinking, it's hard for me to stop.
+2 I can't help but pocket loose coins and other
+1`
Animal Handling (Wis) FAILURES
trinkets I come across.
-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+2
Athletics (Str)

9 0
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
-1
History (Int) Extra attack x2
unarmed +2 punch
-1 ●
+5
Insight (Wis)

+4
Intimidation (Cha) quarterstaf +2 blug Ki restores after a short rest
WISDOM -1
Investigation (Int) ***Ki-Fueled Attack: if you spend 1 ki
belaying pi +2 blud
+1
Medicine (Wis) point or more as part of your action on
12 -1
Nature (Int) your turn, you can make one attack
Quarterstaff 1d6 bludgeoning with an unarmed strike or a monk
+1
Perception (Wis)
+1 4 lb. Versatile (1d8) weapon as a bonus action before the

+4
Performance (Cha)
A belaying pin 1d4 Simple end of the turn.
0
Persuasion (Cha)
CHARISMA weapon Blud

-1
Religion (Int) Flurry of Blows. Immediately after you
11 +3
Sleight of Hand (Dex)
punch attack 1d4
take the Attack action on your turn,
spend 1 ki point to make two unarmed
+3
Stealth (Dex) strikes as a bonus action.
0
+1
Survival (Wis) Drunken Technique: Whenever you
SKILLS ATTACKS & SPELLCASTING
use Flurry of Blows, you gain the
benefit of the Disengage action, and
your walking speed increases by 10
PASSIVE WISDOM (PERCEPTION) feet until the end of the current turn.
CP 10 darts
Patient Defense. spend 1 ki point to
1x crowbar, a hammer take the Dodge action as a bonus
SP 10x pitons action on your turn.
Armor: None 10x torches
Weapons: Simple weapons, EP 1x tinderbox Step of the Wind. spend 1 ki point to
shortswords take the Disengage or Dash action as
10 days of rations a bonus action on your turn, and your
Languages: GP 10 waterskin jump distance is doubled for the turn.
Tools: Brewers supplies 50 feet of hempen
Grappling gives advantage PP rope ***Deflect Missiles: the damage you
Languages take from the attack is reduced by
50ft of silk rope 1d10 + your Dexterity modifier + your
me lucky charm monk level.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
43 6,2 200lb
AGE HEIGHT WEIGHT
Billy longarms
blue white black but grey
CHARACTER NAME EYES SKIN HAIR

***Drunken Technique: NAME


Whenever you use Flurry of
Blows, you gain the benefit of
the Disengage action, and your
walking speed increases by 10
feet until the end of the current
turn.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

****Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any
falling damage you take by an amount equal to five times your monk level.

****Quickened Healing: you can spend 2 ki points and roll a Martial Arts die. You regain a
number of hit points equal to the number rolled plus your proficiency bonus.

*****Stunning Strike: When you hit another creature with a melee weapon attack, you can
spend 1 ki point to attempt a stunning strike. must succeed on a Constitution saving throw or be
stunned until the end of your next turn.

*******Evasion: you dodge out of the way of certain area effects, When under the effect of a dex
save take only half damage if fail on succeed 0 dam

*******Stillness of Mind: use a action to stop one effect of charmed or frightened

*****Stunning Strike: spend 1 ki point to attempt a stunning strike. target succeed a Constitution
saving throw or be stunned until the end of your next turn

ADDITIONAL FEATURES & TRAITS

******Tipsy Sway: Starting at 6th level, you can move in sudden,


swaying ways. You gain the following benefits.

Leap to Your Feet: When you're prone, you can stand up by


spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack


roll, you can spend 1 ki point as a reaction to cause that attack to
hit one creature of your choice, other than the attacker, that you
can see within 5 feet of you.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
13
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.

You might also like