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Monk 4

Human

11 17 +4 40 ft.
+0 +2 Ki Points

15 31

18
+2

+4 +6

+2
4d8
+0 UNARMORED DEFENSE: While you are wearing
no armor and not wielding a shield, your AC equals
+3 10 + your Dexterity modifier + your Wisdom modifier
14 +0
(included on the sheet).

MARTIAL ARTS: You gain the following benefits


+2 while you are unarmed or wielding only monk
weapons and you aren’t wearing armor or wielding a
shield:
Unarmed Strike +6 1d4 + 4 bludgeoning -You can use Dexterity instead of Strength for the
attack and damage rolls of your unarmed strikes and
+6 monk weapons.

Dart +6 1d4 + 4 piercing (20/60 ft.)
-You can roll a d4 in place of the normal damage of
10 +3
Quarterstaff (1 hand) +6 1d6 + 4 bludgeoning
your unarmed strike or monk weapon.
-When you use the Attack action with an unarmed
+0 strike or a monk weapon on your turn, you can make
+0 Quarterstaff (2 hand) +6 1d8 + 4 bludgeoning one unarmed strike as a bonus action.
+2

+0 FLURRY OF BLOWS: Immediately after you take
the Attack action on your turn, you can spend 1 ki
+0 point to make two unarmed strikes as a bonus
action.
+3
16 PATIENT DEFENSE: You can spend 1 ki point to
+0 take the Dodge action as a bonus action on your
+3 turn.
+0
STEP OF THE WIND: You can spend 1 ki point to
+3
take the Disengage or Dash action as a bonus
+0 action on your turn, and your jump distance is
doubled for the turn.
+5
10 ✔
+0
UNARMORED MOVEMENT: Your speed increases
by 10 feet while you are not wearing armor or
wielding a shield (included on the sheet).
+0 +0
DEFLECT MISSILES: You can use your reaction to
+0 deflect or catch the missile when you are hit by a
+0 ranged weapon attack. When you do so, the
damage you take from the attack is reduced by 1d10
+6 + 8. If you reduce the damage to 0, you can catch
✔ the missile if it is small enough for you to hold in one
+3 hand and you have at least one hand free. If you
10 Darts catch a missile in this way, you can spend 1 ki point
to make a ranged attack with the weapon or piece of
Quarterstaff ammunition you just caught, as part of the same
reaction. You make this attack with proficiency,
Cloak of Displacement regardless of your weapon proficiencies, and the
missile counts as a monk weapon for the attack,
Safety Harness which has a normal range of 20 feet and a long
Languages: Common, Potion of Gratuitous
range of 60 feet.

Dwarvish Adrenaline
SLOW FALL: You can use your reaction when you
fall to reduce any falling damage you take by 20.
Weapons: Simple OPEN HAND TECHNIQUE: Whenever you hit a
creature with one of the attacks granted by your
weapons, shortswords Flurry of Blows, you can impose one of the following
effects on that target:
-It must succeed on a DC 13 Dexterity saving throw
or be knocked prone.
-It must make a DC 13 Strength saving throw. If it
fails, you can push it up to 15 feet away from you.
-It can’t take reactions until the end of your next turn.
Cloak of Displacement:
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.

Potion of Gratuitous
Adrenaline: This potion is
a silvery liquid that stains
the drinker’s teeth. On
your turn, you can pour
the potion over your face
and mouth to experience
an overwhelming burst of
adrenaline (no action
required). Until the start of
your next turn, whenever
you make an ability check,
attack roll, or saving
throw, treat a roll of 19 or
lower on the d20 as a 20.

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