You are on page 1of 4

Level 8 Aarakocra Monk, Way of the Drunken Master 34000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kleeck
Acolyte Chaotic Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

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
9
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
N
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
Y
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
N
CIE C you are not wearing armor or wielding a shield.
+5 Acrobatics (Dex) 40ft. 65ft. 0ft. 0ft.
Y
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

11 ✘
+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. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Painter’s supplies, Brewer’s


supplies

Languages. Common, Aarakocra, Auran, Celestial,


Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 9 5'0" 80 lb.
GENDER AGE HEIGHT WEIGHT
Kleeck Green Pale White
CHARACTER NAME EYES SKIN HAIR

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.

Change. We must help bring about the changes the


gods are constantly working in the world. (Chaotic)

IDEAL

I will do anything to protect the temple where I


served.

BOND

I am inflexible in my thinking.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

22 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

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

While you wear this cloak, it projects an illusion that makes


you appear to be 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.

3 lb. Player’s Handbook 4 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide

Bag of Holding
Wondrous Items

This bag has an interior space considerably larger than its


outside dimensions, roughly 2 feet in diameter at the
mouth and 4 feet deep. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag
weighs 15 pounds, regardless of its contents. Retrieving an
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

15 lb. Dungeon Master’s Guide

You might also like