Professional Documents
Culture Documents
STEALTH DISADVANTAGE
ARMOR Unarmored Defense. While you are wearing no armor and not
STRENGTH Unarmored Defense (Monk) (20) 20 wielding a shield, your AC equals 20.
PROFICIENCY BONUS +3 Martial Arts. Your unarmed strike does 1d6+5 damage. You
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SHIELD
AC can use Strength or Dexterity for these attacks.When you use
the Attack action with an unarmed strike or a monk weapon on
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your turn, you can make one unarmed strike as a bonus action.
CIE C
+2 Strength For example, if you take the Attack action and attack with a
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PROFI
✘
-1 quarterstaff, you can also make an unarmed strike as a bonus
action, assuming you haven’t already taken a bonus action this
✘ +8 Dexterity
turn.
+3 Constitution ARMOR CLASS
DEXTERITY Ki. You have 8 Ki Points and your Ki DC is 16
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY
20
Flurry of Blows (Bonus Action—Ki). Immediately after you take
+5 Wisdom
67 8d8 the Attack action on your turn, you can spend 1 ki point to
+1 Charisma make two unarmed strikes.
CONDITIONAL
Patient Defense (Bonus Action—Ki). You can spend 1 ki point
+5 to take the Dodge action on your turn.
CURRENT HIT POINTS Step of the Wind (Bonus Action—Ki). You can spend 1 ki point
to take the Disengage or Dash action on your turn, and your
CONSTITUTION DEATH SAVING THROWS
jump distance is doubled for the turn.
SAVING THROWS
16 SPEED FLY CLIMB SWIM Unarmored Movement. Your speed increases by 15 feet while
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CIE C you are not wearing armor or wielding a shield.
+5 Acrobatics (Dex) 40ft. 65ft. 0ft. 0ft.
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PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Way of the Drunken Master. Confounds foes through a martial
+5 Animal Handling (Wis) arts tradition inspired by the swaying of a drunkard
+3 +0 Arcana (Int)
Deflect Missiles (Reaction). You can deflect or catch the
✘ +2 Athletics (Str) missile when you are hit by a ranged weapon attack. When you
do so, the damage you take from the attack is reduced by
INTELLIGENCE +1 Deception (Cha) 1d10+13.If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one hand and you
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+0 History (Int)
+8 Insight (Wis)
have at least one hand free. If you catch a missile in this way,
you can spend 1 ki point to make a ranged attack with the
weapon or piece of ammunition you just caught, as part of the
same reaction. You make this attack with proficiency,
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS regardless of your weapon proficiencies, and the missile counts
+0 +0 Investigation (Int) as a monk weapon for the attack.
+5 Medicine (Wis) Flight. You have a flying speed of 50 feet. To use Slow Fall (Reaction). Reduce any falling damage you take by
WISDOM
this speed, you can’t be wearing medium or heavy 40.
+0 Nature (Int) armor.
Extra Attack. You can attack twice, instead of once, whenever
20 ✘
+5 Perception (Wis)
+4 Performance (Cha)
Talons. You are proficient with your unarmed
strikes, which deal 1d4 slashing damage on a hit.
you take the Attack action on your turn.
Stunning Strike (Ki). When you hit another creature with a
+1 Persuasion (Cha) melee weapon attack, you can spend 1 ki point to attempt a
+5 ✘ +3 Religion (Int)
stunning strike. The target must succeed on a Constitution
saving throw or be stunned until the end of your next turn.
+5 Sleight of Hand (Dex) Ki-Empowered Strikes. Your unarmed strikes count as magical
CHARISMA for the purpose of overcoming resistance and immunity to
✘ +8 Stealth (Dex) nonmagical attacks and damage.
13 +5 Survival (Wis)
SKILLS
Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
+1 15 PASSIVE PERCEPTION
Stillness of Mind (Action). You can end one effect on yourself
that is causing you to be charmed or frightened.
ADVANTAGE Drunken Technique. When you use Flurry of Blows, you gain
the benefit of Disengage, and your speed increases by 10ft
INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS
until the end of the current turn.
Tipsy Sway. Standing up only costs 5ft of movement. Reaction:
When a creatures misses you with a melee attack, spand 1 ki
NAME RANGE ATTACK DAMAGE / TYPE point to cause the attack to hit one creature of your choice,
Quarterstaff 5 ft +2 vs AC 1d8-1 bludgeoning (Versatile) within 5ft.
Versatile
FEATURES & TRAITS
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I am tolerant (or intolerant) of other faiths and thing as channeling divine power.
respect (or condemn) the worship of other gods.
I see omens in every event and action. The gods try Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
to speak to us, we just need to listen
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.
IDEAL
BOND
I am inflexible in my thinking.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Cloak of Displacement. While you wear this cloak, it
Clothes, Common 1 3 [Cloak of Displacement] 1 — projects an illusion that makes you appear to be
[Quarterstaff] 1 4 Bag of Holding 1 15 standing in a place near your actual location, causing any
creature to have disadvantage on attack rolls against
you. If you take damage, the property ceases to function
until the start of your next turn. This property is
suppressed while you are incapacitated, restrained, or
otherwise unable to move.
0 0 0 0 0
22 lb / 135 lb 270 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Clothes, Common Quarterstaff Cloak of Displacement
Adventuring Gear Weapons Wondrous Items
3 lb. Player’s Handbook 4 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide
Bag of Holding
Wondrous Items