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1 Monk Ayla

LEVEL & CLASS PLAYER NAME


Kite in the Wind
Entertainer Tabaxi 300
BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

AC DESCRIPTION
+3 STR 0 INT
13 Armor Unarmored Defense (Wis)

9 +2 17
+6 DEX +3 WIS
Shield

+1 +1 CON
RESISTANCES
+2 CHA
4 Dex Medium Armor Heavy Armor

Magic
13 Misc
Temporary Hit Points: Misc

+4
+4
19 SUCCESSES LEVEL DIE USED ENCUMBERED
1 d8+1 20 ft, climb 10 ft

FAILURES
30 ft, 13
climb 20 ft
+1 ARMOR
+6 Acrobatics (Dex) Light Medium Heavy Shields

13 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
0 Arcana (Int) Feline Agility (still for 1 turn to recover) 1 Turn Shortsword
+3 Athletics (Str)
LANGUAGES TOOLS & OTHERS

0
+2 Deception (Cha) Common Artisan's tool or musical instrument

0 History (Int) Elfico Disguise kit


+5 Insight (Wis) pack de malabares
10
+2 Intimidation (Cha)
0 Investigation (Int)

+3 Medicine (Wis)

+3 0 Nature (Int)
+5 Perception (Wis)
16 +4 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) Unarmed Strike (with Attack action)

0 Religion (Int)

+2 +4 Sleight of Hand (Dex)


+6 Stealth (Dex)
+3 Survival (Wis)
14
Tool

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Tabaxi Claws Dex Melee +6 1d4+4 Slashing

DESCRIPTION
Darkvision 60 ft
Patada Dex Melee +6 1d4+4 Bludgeoning

Quarterstaff Dex Melee +6 1d6+4 Bludgeoning


Versatile (1d8)
NAME TOTAL NAME TOTAL
Monk, level 1:
Martial Arts (Monk 1, PHB 78) [1d4] Bollera
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
Unarmored Defense (Monk 1, PHB 78)
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Bollerismo

Su novia bollera

Demasiada atraccion a las mujeres( AKA Bollera)

Feature Name: By Popular Demand

I can always find a place to perform (inn/tavern/circus/etc.), where I


receive free lodging and food of a modest or comfortable standard,
as long as I perform each night. In addition, my performance makes
me something of a local figure. When strangers recognize me in a
town where I have performed, they typically take a liking to me.

Tabaxi (+2 Dexterity, +1 Charisma)

Cat's Claws: I can use my retractable claws to make unarmed strikes


dealing 1d4 slashing damage. They also give me a climbing speed of
20 ft.

Feline Agility: When moving on my turn in combat, I can move


double my speed. Once I do this, I can't do it again until I don't
move at all on one of my turns.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
Backpack, with: 5 Costume 4
- Bedroll 7 Favor of an admirer
- Mess kit 1 Belt pouch (with coins) 1 SP

- Tinderbox 1 Musical instrument of my choice


- Torches 10 1 Quarterstaff 1 4
EP
- Rations, days of 10 2
- Waterskin 5
- Hempen rope, feet of 50 0.2
15
GP

PP

WEIGHT CARRIED
68.3 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
66 - 130 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
195 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL 59 SUBTOTAL 9 196 - 390 lb
Monk features:
If I wear armor/shield, I lose Unarmored Defense, Martial Arts, and Unarmored Movement FEAT:

FEAT:

FEAT:

FEAT:

MAGIC ITEM: Attuned

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


Medium
GENDER AGE SIZE HEIGHT WEIGHT
Kite in the Wind
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

Modest 1 gp
LINE

Point of Origin CONE CUBE SPHERE CYLINDER

(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance


(ONE ATTACK) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see ‘Two- Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it (PHB 196)
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT ½ SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(AT ½ SPEED) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
(AT ½ SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

rounds, after which drop to 0 hit points and dying.


After moving at least 10 feet on foot, you can jump your Str score in feet straight
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump.
(COSTS ½ SPEED) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
(PHB 182) (PHB 183)

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