You are on page 1of 4

Level 3 Kobold Monk, Way of the Open Hand 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


G'nath o' Vorax
Pit Fighter Chaotic Good Kord Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored Defense (Monk) (14) 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
9
SHIELD
AC
Unarmored Defense. While you are wearing no
N
CIE C
armor and not wielding a shield, your AC equals 14.
+1 Strength
Y
PROFI


-1 Martial Arts. Your unarmed strike does 1d4+3
✘ +5 Dexterity
damage. You can use Strength or Dexterity for these
+1 Constitution ARMOR CLASS attacks.When you use the Attack action with an
DEXTERITY
+0 Intelligence
unarmed strike or a monk weapon on your turn,
MAXIMUM HIT DICE TEMPORARY you can make one unarmed strike as a bonus
17 +1 Wisdom

-1 Charisma
18 3d8 action. For example, if you take the Attack action
and attack with a quarterstaff, you can also make an
CONDITIONAL
unarmed strike as a bonus action, assuming you
haven’t already taken a bonus action this turn.
+3
Ki. You have 3 Ki Points and your Ki DC is 11
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Flurry of Blows (Bonus Action—Ki). Immediately
SAVING THROWS
after you take the Attack action on your turn, you
13 N
CIE C

+5 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
can spend 1 ki point to make two unarmed strikes.
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION Patient Defense (Bonus Action—Ki). You can spend
+1 Animal Handling (Wis)
1 ki point to take the Dodge action on your turn.
+1 +0 Arcana (Int) Darkvision
Step of the Wind (Bonus Action—Ki). You can spend
✘ +1 Athletics (Str)
1 ki point to take the Disengage or Dash action on
INTELLIGENCE -1 Deception (Cha) your turn, and your jump distance is doubled for the
turn.
10 ✘
+0 History (Int)

+3 Insight (Wis) Unarmored Movement. Your speed increases by 10


feet while you are not wearing armor or wielding a
✘ +1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS shield.
+0 +0 Investigation (Int)
Grovel, Cower, and Beg. As an action on your turn, Deflect Missiles (Reaction). You can deflect or catch
+1 Medicine (Wis)
you can cower pathetically to distract nearby foes. the missile when you are hit by a ranged weapon
WISDOM +0 Nature (Int) attack. When you do so, the damage you take from
Until the end of your next turn, your allies gain
the attack is reduced by 1d10+6.If you reduce the
12 +1 Perception (Wis) advantage on attack rolls against enemies within
10 feet of you that can see you. Once you use this damage to 0, you can catch the missile if it is small
-1 Performance (Cha) trait, you can't use it again until you finish a short enough for you to hold in one hand and you have at
or long rest. least one hand free. If you catch a missile in this
-1 Persuasion (Cha)
+1 way, you can spend 1 ki point to make a ranged
+0 Religion (Int) Pack Tactics. You have advantage on an attack roll attack with the weapon or piece of ammunition you
against a creature if at least one of your allies is just caught, as part of the same reaction. You make
+3 Sleight of Hand (Dex)
within 5 feet of the creature and the ally isn't this attack with proficiency, regardless of your
CHARISMA +3 Stealth (Dex) weapon proficiencies, and the missile counts as a
incapacitated.
monk weapon for the attack.
9 +1 Survival (Wis)
SKILLS Sunlight Sensitivity. You have disadvantage on
attack rolls and on Perception checks that rely on Open Hand Technique. Whenever you hit a creature
sight when you, the target of your attack, or with one of the attacks granted by your Flurry of
-1 11 PASSIVE PERCEPTION whatever you are trying to perceive is in direct Blows, you can impose one of the following effects
on that target: knock prone DEX Save, Push 15 feet
sunlight.
STR Save, It can’t take reactions until the end of
ADVANTAGE
your next turn.

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Alchemist’s supplies, Dice set

Languages. Common, Draconic, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 12 2'6" 15lbs
GENDER AGE HEIGHT WEIGHT
G'nath o' Vorax Green Bkuish-green Scales
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have been forced to fight, possibly for your life, since you were young. You may have been a slave, purchased to
provide cheap thrills for your owner. You may have been introduced into a rough life by your family, or entered yourself
willingly to earn money when times were hard.
I constantly challenge and mock others who are
physically powerful.
I am unshakable and never back down.

PERSONALITY TRAITS

Respect. I respect the strong and the skilled; I don't


care what they stand for (Neutral)

IDEAL

I fight for my freedom, and need to be sure I'm never


in another's power again.

BOND

I cannot back down from a challenge.

FLAW BACKGROUND STORY

Blood Brothers
You know how to find fighting houses in every big
city, and can tell if one is present in a smaller
settlement within a day of being there. You can earn
a poor living for yourself fighting for others
entertainment. In addition, you can spot who is a
brutal fighter and who is scared. You can also tell
who is running the show, and who the high rollers
are in the crowd.

BACKGROUND FEATURE

sun goggles

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Thieves’ Tools 1 1 Potion of Healing 1 .5
Alchemist’s Supplies 1 8
Dice Set 1 —
[Quarterstaff] 1 4
Explorer’s Pack 1 10

ATTUNED MAGIC ITEMS 0 / 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

23.5 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.
Thieves’ Tools Alchemist’s Supplies Dice Set
Tools Tools Tools

Perhaps the most common tools used by adventurers, thieves’ Alchemist’s supplies enable a character to produce useful concoctions, If you are proficient with the Dice Set, you can add your
tools are designed for picking locks and foiling traps. such as acid or alchemist’s fire. proficiency bonus to ability checks you make to play a
Proficiency with the tools also grants you a general knowledge Components. Alchemist’s supplies include two glass beakers, a
metal frame to hold a beaker in place over an open flame, a glass game.
of traps and locks. stirring rod, a small mortar and pestle, and a pouch of common
Components. Thieves’ tools include a small file, a set Of lock alchemical ingredients, including salt, powdered iron, and purified
picks, a small mirror mounted on a metal handle, a set of water.
narrow—bladed scissors, and a pair of pliers. Arcana. Proficiency with alchemist’s supplies allows you to unlock
History. Your knowledge of traps grants you insight when more information on Arcana checks involving potions and similar
answering questions about locations that are renowned for materials.
their traps. Investigation.When you inspect an area for clues, proficiency with
Investigation and Perception. You gain additional insight alchemist’s supplies grants additional insight into any chemicals or
when looking for traps, because you have learned a variety of other substances that might have been used in the area.
Alchemical Crafting.You can use this tool proficiency to create
common signs that betray their presence. alchemical items. A character can spend money to collect raw
Set a Trap. Just as you can disable traps, you can also set materials, which weigh 1 pound for every 50 gp spent. The DM can
them. As part of a short rest, you can create a trap using items allow a character to make a check using the indicated skill with
you have on hand. The total of your check becomes the DC for advantage. As part of a long rest, you can use alchemist’s supplies to
someone else’s attempt to discover or disable the trap. The make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or
trap deals damage appropriate to the materials used in soap. Subtract half the value of the created item from the total gp
crafting it (such as poison or a weapon) or damage equal to worth of raw materials you are carrying.
half the total of your check, whichever the DM deems ALCHEMIST’S SUPPLIES
Activity DC
appropriate. Create a puff of thick smoke 10
THIEVES’ TOOLS Identify a poison 10
Activity DC Identify a substance 15
Pick a lock Varies Start a fire 15
Disable a trap Varies Neutralize acid 20

1 lbs. Player’s Handbook 8 lbs. Player’s Handbook — Player’s Handbook

Quarterstaff Potion of Healing Explorer’s Pack


Weapons Potions Equipment Packs

You regain 2d4 + 2 hit points when you drink this potion. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
Whatever its potency, the potion’s red liquid glimmers torches, 10 days of rations, and a waterskin. The pack also
when agitated. has 50 feet of hempen rope strapped to the side of it.

4 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide 10 lbs. Player’s Handbook

You might also like