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Monk 6 Haunted One Kiabil

CLASS & LEVEL BACKGROUND PLAYER NAME


Aera
Aarakocra Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I put no trust in divine
17 +4 40 beings.
+2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 45


+5
Strength
DEXTERITY I'll stop the spirits that
+7
Dexterity
haunt me or die trying.
+4 +2
Constitution
CURRENT HIT POINTS IDEALS
+1
Intelligence
18 +3
Wisdom
I keep my thoughts and
+0
Charisma
CONSTITUTION
discoveries in my journal
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
Acrobatics (Dex) Total 6d8


+7 SUCCESSES I talk to spirits that no one
14
+3
Animal Handling (Wis) FAILURES else can see.
+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+5
Athletics (Str)

+1

+0

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
40 ft. (Walking), 65 ft. (Flying)
Talons +7 1d6+4 S Ki
12 +3
Insight (Wis)
You can spend Ki Points to fuel ki
+0
Intimidation (Cha) Flurry of Blo +7 1d6+4 B features. You have 6 points per
WISDOM +4
Investigation (Int) short rest and your Ki save DC is
Deflect Miss +7 1d6+4
+3
Medicine (Wis) 14.
+3
+1
Nature (Int) Unarmed Strike +7
+3
Perception (Wis) 1d6+4 B Flurry of Blows
16 After you take the Attack action on
+0
Performance (Cha)
your turn, you can spend 1 ki point
CHARISMA +0
Persuasion (Cha) B=Bludgeoning to make two unarmed strikes as a
+4
Religion (Int) S=Slashing bonus action.
+0 +4
Sleight of Hand (Dex)
Patient Defense
+4
Stealth (Dex)
10 You can spend 1 ki point to take the
+3
Survival (Wis)
Dodge action as a bonus action on
SKILLS ATTACKS & SPELLCASTING your turn.

Step of the Wind


13 PASSIVE WISDOM (PERCEPTION) Quarterstaff
You can spend 1 ki point to take
CP Dart
Backpack the Disengage or Dash action as a
Bedroll bonus action on your turn, and your
=== WEAPONS === SP Crowbar
jump distance is doubled for the
Hammer
Shortsword, Simple Weapons Holy Water (flask) turn.
EP Manacles
Mess Kit Unarmored Movement
=== TOOLS === Mirror, Steel
GP Your speed increases by 15 feet
Alchemist's Supplies Oil Flask
while you are not wearing armor or
Hemp Rope
PP
Tinderbox wielding a shield.
=== LANGUAGES === Torch
Waterskin
Aarakocra, Auran, Common, Wooden Stake
Deep Speech, Infernal Holy Symbol
Journal
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
19 4'9" 81 lb
AGE HEIGHT WEIGHT
Aera
Emerald N/A N/A
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

*Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon
Aera left home at a young attack. When you do so, the damage you take from the attack is reduced by 1d10 +10. If you
age and learned to fight by reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as
with a monk weapon) with range 20/60.
the monks who trained him to *Open Hand Technique
be proficient in his strikes. Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following
effects on that target: fall prone if it fails a DEX saving throw (DC 14), get pushed up to 15 ft. if it
Afterwards, Aera heard of fails a STR saving throw (DC 14), or it can't take reaction until the end of your next turn.
creatures that could not be hit * Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by 30.
and sought to fight one, for * Ki-Empowered Strikes
what truly happened Aera Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
* Wholeness of Body
never speaks of the horror. Once per long rest as an action, you can regain 18 HP.
He is an impulsive man who * Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
refuses to let others cage him * Stunning Strike
and is quick to strike those When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned
until the end of your next turn if it fails a CON saving throw (DC 14).
who wish him and his harm.
He prefers to fly freely and
often does this to flee the ADDITIONAL FEATURES & TRAITS
memories he holds.

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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