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Aasimar 34000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I see omens in every event and action. The
16 +3 45 gods try to speak to us, we just need to listen.
8 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Nothing can shake my optimistic attitude.
-1 PERSONALITY TRAITS
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)
10 +2
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
●
+3
History (Int) Aasimar Traits:
mace +6 1d6 +3 B ASI: +2 to CHR & +1 to WIS
Insight (Wis)
+6 Speed: 30 feet
0 ●
Darkvision: 60 ft
Celestial Resistance: resistance to necrotic and radiant dmg
+2
Intimidation (Cha) sun bolt +6 1d6 +3 P Celestial Legacy: CHR is spellcasting ability
- do not need spell components
WISDOM 0
Investigation (Int) - know light cantrip
unarmored strike +6 1d6 +3 B @ 3rd lvl cast lesser restoration once per long rest
+3
Medicine (Wis)
16 0
Nature (Int) Dart +6 1d6 +3 P
@ 5th lvl cast daylight once per long rest
14 +3
Sleight of Hand (Dex)
damage increase as per table on pg 77 of the PHB
- when using the Attack action, you can make 1 unarmored strike
as a bonus action
●
+6
Stealth (Dex) 2nd lvl: Ki
+2
Survival (Wis)
+3 - have 8 Ki points
- monk level determine how many Ki points you have, refer to pg
77 of PHB
SKILLS ATTACKS & SPELLCASTING - regain after short or long rest, must spend 30 minutes
meditating to regain
- Ki save DC = 8 + prof. bonus + WIS mod
- can spend Ki on class features, start with 3
13 PASSIVE WISDOM (PERCEPTION)
Background Equipment: Flurry of Blows: spend 1 Ki point to make 2 unarmed strike as
bonus action
CP
holy symbol Patient Defense: spend 1 Ki point to take Dodge action as a
bonus action
prayer wheel Step of the Wind: spend 1 Ki point to take Disengage or Dash
Languages: common & celestial SP 5 sticks of incense action as bonus action, your jump distance is doubled for the
turn
vestments
Class Proficiencies: set of common clothes 2nd lvl: Unarmored Movement: when you are wearing no armor
EP or using shield you are granted a bonus to your movement
Armor: none pouch - +15 feet
Weapons: simple weapons & shortswords
Tools: 1 artisan's tools or music instrument 3rd lvl: Monastic Traditions (Way of the Sun Soul)
Skills: history & stealth GP 15 Class Equipment:
3rd lvl: Radiant Sun Bolt: gain ranged spell attack that has a 30ft
mace range and does 1d6 in radiant dmg.
Acolyte Background Features: darts x10 - when you use Attack action, can spend 1 Ki point to make 2
PP additional Radiant Sun Bolt attacks
Skills: insight & religion explorer's pack: backpack,
Languages: 2 additional languages bedroll, mess kit, 10 torches, 3rd lvl: Deflect Missiles: you can use your reaction to reduce
Feature: Shelter of the Faithful (see pg 127 of ranged weapon damage by 1d10+ DEX mod+monk lvl
PHB) 10 days of rations, waterskin, - if reduced to 0, you catch it if its small enough to hold in 1 hand,
you can spend 1 Ki point to throw it back using DEX to hit and
50 ft of hempen rope damage, damage die is 1d4 and range is 30 ft
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
21 6' - 0" 180
AGE HEIGHT WEIGHT
NAME
SYMBOL
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.