You are on page 1of 1

UNARMORED DEFENSE @ Level 1

Character name Konk Level 4 XP


While you are not wearing armor (or shield), your AC is 10 + your DEX
modifier + your WIS modifier.
Player name Race Halfling Alignment
Draženko Neutral good
MARTIAL ARTS @ Level 1, 5, 11 and 17
While not wearing armor and while unarmed or using monk weapons
only, you can use your DEX modifier instead of your STR modifier for
+3 SAVING THROW attack and damage rolls, you can roll martial arts damage instead of
+1 +1 ATHLETICS
normal damage and you can make an unarmed strike as a bonus action
after your attack.
17 Martial arts damage d4 d6 d8 d10

12 AC CONDITIONS
KI @ Level 2
STRENGTH Regain all expended ki points after a short or long rest.
Maximum 32 Temporary Ki DC Max. ki points
SAVING THROW 13
+4
+6
+6 ACROBATICS +4 Ki used
+4 SLEIGHT OF HAND INITIATIVE

18 +6 STEALTH

32
FLURRY OF BLOWS @ Level 2
After an attack, spend 1 ki to make 2 unarmed strikes as a bonus action.
DEXTERITY PATIENT DEFENSE @ Level 2
+2 SAVING THROW
35 Spend 1 ki to take the dodge action as a bonus action on your turn.

+2 SPEED HIT POINTS STEP OF THE WIND @ Level 2


Spend 1 ki to take the disengage or dash action as bonus action on your
HIT DICE turn. Additionally, your jump distance is doubled for the turn.

14 You can spend one or more hit dice at the end of a short rest. Roll each
die and add your CON modifier. You regain HP equal to the total. Regain
hit dice up to half your max. hit dice (min. of 1) after a long rest.
UNARMORED MOVEMENT @ Level 2, 6, (9), 10, 14 and 18
Your speed increases while not wearing armor (or shield). At level 9, you
can move along vertical surfaces and across liquids without falling.
CONSTITUTION
Die size 1d8+2 Max. dice Dice left Speed increase 10ft 15ft 20ft 25ft 30ft
+3 SAVING THROW
+3 +3 ARCANA DEATH SAVING THROWS DEFLECT MISSILES @ Level 3
If you start your turn wtih 0 HP, roll a d20. If the roll is 10 or higher, mark
+5 HISTORY As a reaction you can catch a missile that hits you. First, reduce the
off 1 success, otherwise, mark off 1 failure. 3 success and you become

16 +3
+3
INVESTIGATION
NATURE
stable, 3 failures and you die. Rolling a 1 counts as 2 failures. If you roll a
20, you regain 1 HP and regain consciousness. If you take damage while
at 0 HP, mark off 1 failure. If you suffer a critical hit, mark off 2 failures. If
damage by 1d10 + your DEX modifier + your monk level. If you reduce the
damage to 0, you catch it if you have a free hand. Spend 1 ki to make a
ranged attack with the missile you caught. You have proficiency with the
INTELLIGENCE attack and it counts as a monk weapon attack.
+3 RELIGION the damage exceeds your max. HP, you suffer instant death.
SHADOW ARTS @ Level 3
+3 SAVING THROW Successes Failures As an action, spend 2 ki points to cast Darkness, Darkvision, Pass Without
+3 +3 ANIMAL HANDLING Trace or Silence without providing material components. Additionally, you
gain the Minor Illusion cantrip.
+3 INSIGHT
SLOW FALL - Level 4
16 +3
+3
MEDICINE
PERCEPTION
Weapon
Quaterstaff Range melee You can use your reaction to reduce fall damage by 5 x your monk level.

STUNNING STRIKE @ Level 5


WISDOM +6 SURVIVAL To hit 1d6 Damage bludgeoning After you hit an opponent, you can spend 1 ki and the target must make
a CON save or be stunned end of your next turn.
+1
+1 SAVING THROW
_________________________________________
1d8 if used with both hands! KI-EMPOWERED STRIKES @ Level 6
+1 DECEPTION
+1 INTIMIDATION _________________________________________ Your unarmed strikes count as magical.

12 +1
+1
PERFORMANCE
PERSUASION
Weapon Range
SHADOW STEP @ Level 6
When in dim light or darkness, as a bonus action, you can teleport up to
60 ft. to an unoccupied space that is also in dim light or darkness. You
CHARISMA then have adv. on first melee attack before the end of your turn.
To hit Damage
EVASION @ Level 7
Proficiency Bonus Passive Perception
+2 13 _________________________________________ When you have to make a DEX save to take half damage, instead take no
damage on a success and half on failed save.

Armor, Weapon & Tool Proficiencies


_________________________________________ STILLNESS OF MIND @ Level 7
As an action, you can end a charmed or frightened condition on yourself.

_________________________________________
Shortsword, Dart, Whip and Staff. Weapon Dart Range
20/60 PURITY OF BODY @ Level 10
You are immune to disease and poison.
_________________________________________
Dungeoneer's Pack: Includes a backpack, a crowbar, To hit 1d4 Damage piercing CLOAK OF SHADOW @ Level 11

_________________________________________ When in dim light or darkness, use action to become invisible. You
_________________________________________
a hammer, 10 pitons, 10 torches, a tinderbox, 10 days remain invisible until you make an attack, cast a spell, or are in an area of
bright light.
_________________________________________
of rations, and a waterskin. The pack also has 50 feet
_________________________________________ TONGUE OF THE SUN AND MOON @ Level 13
_________________________________________
of hempen rope strapped to the side of it.
Ammunition Count
You understand all spoken languages and any creature with a language
understands you.
10
Known Languages DIAMOND SOUL @ Level 14
_________________________________________
Halfling, Common, Dwarf Ammunition Count You have prof. in all saving throws. You can spend 1 ki to reroll a saving
throw. You must use new roll.

_________________________________________ Number of attacks per attack action TIMELESS BODY @ Level 15


You can't age magically. Additionally, you no longer need food and water.
_________________________________________ OPPORTUNIST @ Level 17
Currently Equipped Whenever a creature within 5 ft. of you is hit by an attack made by a
Features & Other
creature other than you, you can use your reaction to make a melee
_________________________________________
Fey Touched _________________________________________ attack against that creature.

_________________________________________
When you roll a 1 on the d20 for an attack roll, ability check,
Lucky: or saving throw, you can reroll the die and must use the new roll. _________________________________________ EMPTY BODY @ Level 18
As an action, you can spend 4 ki to become invisible and have resistance

_________________________________________ to all but force damage. Additionally you can spend 8 ki to cast Astral
_________________________________________
Brave: You have advantage on saving throws against being frightened. Projection without M components affecting only yourself.

_________________________________________
Halfling
You can move through the space of any
Nimbleness: creature that is of a size larger than yours. _________________________________________ PERFECT SELF @ Level 20
If you have no ki when rolling initiative, regain 4 ki.

_________________________________________
Naturally Stealthy: You can attempt to hide even when you are obscured
only by a creature that is at least one size larger than you.
_________________________________________ Notes
Misty Step
_________________________________________ _________________________________________
_________________________________________
Casting Time: 1 bonus action
Range: Self

_________________________________________
Components: V

_________________________________________ _________________________________________ Duration: Instantaneous

_________________________________________ _________________________________________
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that

_________________________________________ you can see.


Hunter's mark
_________________________________________ _________________________________________
_________________________________________ Casting Time: 1 bonus action

_________________________________________
Range: 90 feet

_________________________________________ Components: V
Duration: Concentration, up to 1 hour

_________________________________________ You_________________________________________
choose a creature you can see within range and mystically mark it as your quarry.
Currency Amount Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it
Copper
_________________________________________ or_________________________________________
with a weapon attack, and you have advantage on any Wisdom (Perception)
Wisdom (Survival) check you make to find it.
Currency Silver Amount
on_________________________________________
If the target drops to 0 hit points before this spell ends, you can use a bonus action
subsequent turn of yours to mark a new creature.
Currency Amount Item Count
Gold _________________________________________
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can
maintain your concentration on the spell for up to 8 hours.

_________________________________________
Currency Amount Item Count When you use a spell slot of 5th level or higher, you can maintain your concentration on
the spell for up to 24 hours.

Currency Amount Item Count


MONK - WAY OF SHADOW

You might also like