You are on page 1of 3

Monk (Drunken Master) 4 Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME

Kobold
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

- INSPIRATION
STRENGTH
16 +4 30 ft.
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 27


● +2 Strength
DEXTERITY
+6 Dexterity
27
19 +1
-1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+4 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

13 Total 4
+4 Acrobatics (Dex) SUCCESSES
+1 +2
-1
Animal Handling (Wis)
Arcana (Int)
d8 FAILURES

HIT DICE DEATH SAVES FLAWS


INTELLIGENCE 0 Athletics (Str)

8 ●
0
+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
KI POINTS (4/short rest). OOOO
Unarmed Strike +6 1d4+4 bludgeoning You can spend these points to fuel various ki
-1 +2 Insight (Wis) features:
- FLURRY OF BLOWS. Immediately after you take
0 Intimidation (Cha) Dart (20/60) +6 1d4+4 piercing
the Attack action on your turn, you can spend 1 ki
WISDOM -1 Investigation (Int) point to make two unarmed strikes as a bonus
action.
+4 Medicine (Wis)
14

- PATIENT DEFENSE. You can spend 1 ki point to
-1 Nature (Int) take the Dodge action as a bonus action on your
MARTIAL ARTS. turn.
+2 Perception (Wis) When you use the Attack action with an - STEP OF THE WIND. You can spend 1 ki point to
+2 unarmed strike or a monk weapon on your take the Disengage or Dash action as a bonus
+2 Performance (Cha)
turn, you can make one unarmed strike as action on your turn, and your jump distance is
0 Persuasion (Cha) a bonus action. doubled for the turn.
CHARISMA
+1 Religion (Int) DRUNKEN TECHNIQUE.
10 +4 Sleight of Hand (Dex) Whenever you use Flurry of Blows, you gain the
benefit of the Disengage action, and your walking
+6 Stealth (Dex) speed increases by 10 feet until the end of the
0 +2 Survival (Wis)
current turn.

DEFLECT MISSILES. You can use your reaction to


SKILLS ATTACKS & SPELLCASTING reduce the damage of one ranged attack by
1d10+4.

12 PASSIVE WISDOM (PERCEPTION)


CP brewer's supplies PACK TACTICS.
You have advantage on an attack roll against a
herbalism kit creature if at least one of your allies is within 5 feet
of the creature and the ally isn't incapacitated.
SP caligrapher's supplies
Draconic GROVEL, COWER AND BEG (1/short rest).
bedroll
Brewer's Supplies As an action on your turn, you can cower
EP rope (50 ft.) pathetically to distract nearby foes. Until the end of
Herbalism Kit your next turn, your allies gain advantage on attack
torch rolls against enemies within 10 feet of you that you
Caligrapher's Supplies GP tinderbox can see.
Simple weapons, short swords
waterskin SUNLIGHT SENSITIVITY.
PP
You have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever
you are trying to perceive is in direct sunlight.

DARKVISION (60 ft.)


OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

You might also like