You are on page 1of 3

Monk [Way of the Open Hand] (9)

Far Traveller
CLASS & LEVEL BACKGROUND PLAYER NAME
Atreyus Dragonborn Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +4 45/30
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 66



+5 Strength
DEXTERITY

+4

+8 Dexterity
+2 Constitution
-1 Intelligence
61
CURRENT HIT POINTS IDEALS

18 +2 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 ●
+8 Acrobatics (Dex) SUCCESSES

14 +2 Animal Handling (Wis)


9x(1d8+2) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+1 Athletics (Str)

-1 +1 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

8 ●
+6 Insight (Wis)
Dart +8 1d4+4 piercing
Clothes, traveler’s
WISDOM
+1 Intimidation (Cha)
-1 Investigation (Int)
+4 d+4 Horn
+2 Medicine (Wis) Pouch
+2 -1 Nature (Int)
Number of Attacks: 2 Ring Of Warmth

+6 Perception (Wis)
14
+1 Performance (Cha)
- Martial Arts. Unarmed
+1 Persuasion (Cha)
strike or monk weapon,
CHARISMA
-1 Religion (Int)
melee, 1d6+4 damage.
- Breath Weapon. Fire, 15
+1 ●
+4 Sleight of Hand (Dex)
+8 Stealth (Dex)
ft. cone, 3d6 fire damage,
13 +2 Survival (Wis)
DC14 dex save.
SKILLS ATTACKS & SPELLCASTING

16 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Horn;
Jeweler's Tools EP

Weapon Proficiencies: GP
5
Shortsword; Simple
PP

Language Proficiencies:
Common; Draconic; Giant
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
.atreio
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

Damage Resistances: fire

----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.

Martial Arts. Make an extra unarmed strike when you take Attack action.

Patient Defense. Spend 1 ki point to take the Dodge action.

Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is
doubled for the turn.

---------------Actions--------------
Stillness of Mind. End one effect causing you to be charmed or frightened.

Wholeness of Body. Heal yourself 27 HPs (use once/long rest).

-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 +13. If you reduce it to
0, you can catch the missile (if you have a free hand and it's small enough to hold) and use it in a
ranged attack with proficiency, as a monk weapon, for 1 ki point with range 20/60.

Slow Fall. Reduce falling damage by 45.

-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance
all mark you as foreign. Curious glances are directed your way wherever you go, which can be a
nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to
say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this
attention into access to people and places you might not otherwise have, for you and your traveling
companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in
hearing about your distant homeland and people.

Equipment. You possess any one musical instrument or gaming set you are proficient with. If you
choose a musical instrument, select it from the instrument section on the equipment page. If you
choose a gaming set enter it manually.

You also possess poorly wrought maps from your homeland that depict where you are in Faerûn,
and a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these
manually as custom items.

Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail, you
take half.

Ki. You have 9 ki points.

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

Open Hand Technique. When you hit with Flurry of Blows, you impose one of the effects on the
target: 1) must make a DC 14 DEX save or be knocked prone. 2) make a DC 14 STR save or be
pushed 15 ft. 3) can't take reactions until end of your next turn.

Stunning Strike. When you hit a creature with melee attack, spend 1 ki point to stun the creature if
it fails a DC 14 CON save.

You might also like