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Monk – Way of Warlock: The

Shadow / 11 Fathomless / 4
Brenda - Masožrout Povolání / úroveň Povolání / úroveň Body zkušenosti
Yuan-ti Astral Drifter NE
Jméno postavy Rasa (subrasa) Zázemí Přesvědčení

Síla
Inspirace 18 10 50
-1
+5 Zdatnostní bonus OČ Iniciativa Rychlost Osobnostní rysy

8
Obratnost x 4 Síla 111 111
x 10 Obratnost Maximum Aktuální Dočasné
+5 1 Odolnost
Životy Ideály
0 Inteligence
20 3 Moudrost
Odolnost 3 Charisma Celk. 14d8 Úspěchy
ZÁCHRANNÉ HODY
+1 x 10 Akrobacie (Obr)
Neúspěchy
Záchrany proti
-1 Atletika (Sil) Kostky životů smrti Pouta
13 0 Historie (Int)
Inteligence 3 Klamání (Cha) zbraň bonus zranění typ zranění
3 Medicína (Mdr) unarmed +10 1d8+5 B
0 0 Mystika (Int) quarterstaff +10 1d6+5 B,1d8+5
x 5 Náboženství (Int) Vady
10 x 10 Nenápadnost(Obr)
Moudrost 3 Ovládání zvířat (Mdr) Věk: 99
0 Pátrání (Int)
+3 3 Přesvědčování (Cha) Barva očí: modré
3 Přežití (Mdr)
16 0 Příroda (Int) Barva kůže: světlá
Charisma 0 Technika (Int)
x 8 Vhled (Mdr)
+3 3 Vnímání (Mdr)
Barva vlasů: černá

3 Vystupování (Cha) Výška: 180cm


16 3 Zastrašování (Cha)
5 Zručnost (Obr)
Váha: 80kg
Vnímání (Mdr) DOVEDNOSTI KI points: 11

Darkvision. You can see in dim light within 60 feet of you as if it were bright Tentacle of the Deep
light and in darkness as if it were dim light. You discern colors in that At 1st level, you can magically summon a spectral tentacle that strikes at
darkness only as shades of gray. your foes. As a bonus action, you create a 10-foot-long tentacle at a point
MD ST Magic Resistance. You have advantage on saving throws against spells. you can see within 60 feet of you. The tentacle lasts for 1 minute or until you
Poison Resilience. You have advantage on saving throws you make to use this feature to create another tentacle.
ZL PL
avoid or end the poisoned condition on yourself. You also have resistance to When you create the tentacle, you can make a melee spell attack against
A set of traveler's clothes, a diary, poison damage. one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage,
an ink pen, a bottle of ink, and a Serpentine Spellcasting. You know the poison spray cantrip. You can and its speed is reduced by 10 feet until the start of your next turn. When
pouch containing 10gp cast animal friendship an unlimited number of times with this trait, but you you reach 10th level in this class, the damage increases to 2d8.
can target only snakes with it. Starting at 3rd level, you can also cast As a bonus action on your turn, you can move the tentacle up to 30 feet and
suggestion with this trait. Once you cast it, you can't do so again until you repeat the attack .
finish a long rest. You can also cast it using any spell slots you have of 2nd You can summon the tentacle a number of times equal to your proficiency
level or higher. bonus, and you regain all expended uses when you finish a long rest.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these Gift of the Sea
spells when you cast them with this trait (choose when you select this race). Also at 1st level, you gain a swimming speed of 40 feet, and you can
Telekinetic breathe underwater.
You learn to move things with your mind, granting you the following benefits: Martial Arts
Increase your Intelligence, Wisdom, or Charisma score by 1, to a max of 20. At 1st level, your practice of martial arts gives you mastery of combat styles
You learn the mage hand cantrip. You can cast it without verbal or somatic that use unarmed strikes and monk weapons, which are shortswords and
components, and you can make the spectral hand invisible. If you already any simple melee weapons that don't have the two-handed or heavy
know this spell, its range increases by 30 feet when you cast it. Its property.
spellcasting ability is the ability increased by this feat. You gain the following benefits while you are unarmed or wielding only
As a bonus action, you can try to telekinetically shove one creature you can monk weapons and you aren't wearing armor or wielding a shield:
see within 30 feet of you. When you do so, the target must succeed on a You can use Dexterity instead of Strength for the attack and damage rolls of
Strength saving throw (DC 8 + your proficiency bonus + the ability modifier your unarmed strikes and monk weapons.
of the score increased by this feat) or be moved 5 feet toward or away from You can roll a d8 in place of the normal damage of your unarmed strike or
you. A creature can willingly fail this save. monk weapon. This die changes as you gain monk levels, as shown in the
Aberrant Dragonmark Martial Arts column of the Monk table.
Increase your Constitution score by 1, to a maximum of 20. When you use the Attack action with an unarmed strike or a monk weapon
You learn a cantrip of your choice from the sorcerer spell list. In addition, on your turn, you can make one unarmed strike as a bonus action. For
choose a 1st-level spell from the sorcerer spell list. You learn that spell and example, if you take the Attack action and attack with a quarterstaff, you can
can cast it through your mark. Once you cast it, you must finish a short or also make an unarmed strike as a bonus action, assuming you haven't
long rest before you can cast it again through the mark. Constitution is your already taken a bonus action this turn.
spellcasting ability for these spells. Certain monasteries use specialized forms of the monk weapons. For
When you cast the 1st-level spell through your mark, you can expend one of example, you might use a club that is two lengths of wood connected by a
your Hit Dice and roll it. If you roll an even number, you gain a number of short chain (called a nunchaku) or a sickle with a shorter, straighter blade
temporary hit points equal to the number rolled. If you roll an odd number, (called a kama). Whatever name you use for a monk weapon, you can use
Deflect Missiles one random creature within 30 feet of you (not including you) takes force the game statistics provided for the weapon on the Weapons page.
Starting at 3rd level, you can use your damage equal to the number rolled. If no other creatures are in range, you Flurry of Blows. Immediately after you take the Attack action on your turn,
reaction to deflect or catch the missile take the damage. you can spend 1 ki point to make two unarmed strikes as a bonus action.
when you are hit by a ranged weapon At the DM's option, a character who has the Aberrant Dragonmark feat has Patient Defense. You can spend 1 ki point to take the Dodge action as a
attack. When you do so, the damage you a chance of manifesting greater power. Upon reaching 10th level, such a bonus action on your turn.
take from the attack is reduced by 1d10 + character has a 10 percent chance of gaining an epic boon from among the Step of the Wind. You can spend 1 ki point to take the Disengage or Dash
your Dexterity modifier + your monk level. options in chapter 7 of the Dungeon Master's Guide. If the character fails to action as a bonus action on your turn, and your jump distance is doubled for
If you reduce the damage to 0, you can gain a boon, they have a 10 percent chance the next time they gain a level. the turn.
catch the missile if it is small enough for Animals are uneasy around you. Unarmored Movement At 9th level, you gain the ability to move along
you to hold in one hand and you have at Shadow Arts Starting when you choose this tradition at 3rd level, you can use your vertical surfaces and across liquids on your turn without falling during the
least one hand free. If you catch a missile ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points move.
in this way, you can spend 1 ki point to to cast darkness, darkvision, pass without trace, or silence, without providing Extra Attack - Beginning at 5th level, you can attack twice, instead of once,
make a ranged attack with a range of 20/60 material components. Additionally, you gain the minor illusion cantrip if you don't whenever you take the Attack action on your turn.
using the weapon or piece of ammunition already know it. Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an
you just caught, as part of the same Shadow Step At 6th level, you gain the ability to step from one shadow into opponent's body. When you hit another creature with a melee weapon attack, you
reaction. You make this attack with another. When you are in dim light or darkness, as a bonus action you can teleport can spend 1 ki point to attempt a stunning strike. The target must succeed on a
proficiency, regardless of your weapon up to 60 feet to an unoccupied space you can see that is also in dim light or Constitution saving throw or be stunned until the end of your next turn.
proficiencies, and the missile counts as a darkness. You then have advantage on the first melee attack you make before the Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as
monk weapon for the attack. end of the turn. magical for the purpose of overcoming resistance and immunity to nonmagical
Slow Fall Cloak of Shadows By 11th level, you have learned to become one with the attacks and damage.
Beginning at 4th level, you can use your shadows. When you are in an area of dim light or darkness, you can use Evasion At 7th level, your instinctive agility lets you dodge out of the way of
reaction when you fall to reduce any falling your action to become invisible. You remain invisible until you make an certain area effects, such as a blue dragon's lightning breath or a fireball
damage you take by an amount equal to attack, cast a spell, or are in an area of bright light. spell. When you are subjected to an effect that allows you to make a
five times your monk level. Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. Dexterity saving throw to take only half damage, you instead take no
When you gain this feature, choose three cantrips from any class's spell list (the damage if you succeed on the saving throw, and only half damage if you
three needn't be from the same list). While the book is on your person, you can cast fail.
those cantrips at will. They don't count against your number of cantrips known. If Stillness of Mind Starting at 7th level, you can use your action to end one effect on
they don't appear on the warlock spell list, they are nonetheless warlock spells for yourself that is causing you to be charmed or frightened.
you. Purity of Body At 10th level, your mastery of the ki flowing through you
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a makes you immune to disease and poison.
replacement from your patron. This ceremony can be performed during a short or Devil's Sight You can see normally in darkness, both magical and nonmagical, to a
long rest, and it destroys the previous book. The book turns to ash when you die. distance of 120 feet.
Alert You can’t be surprised while you are conscious. Mask of Many Faces You can cast disguise self at will, without expending a
You gain a +5 bonus to initiative. spell slot.
Other creatures don’t gain advantage on attack rolls against you as a result Magic initiate (from background) (Cleric) - Mending (cantrip), Sanctuary (1st
of being unseen by you. level)
Cantrips: Prestidigitation, Mage hand, Poison spray, Shape Water
Chill Touch, Blade Ward, Magic Stone, Minor Illusion,
Eldritch Blast, Infestation, Dancing Lights, Mending

1st level spells: Animal friednship (snakes, free), shield (1 free)


Unssen Servant (free), Create or Destroy Water, Thunderwave
Snakestaff, Disguise Self (free)

2nd level spells: Suggestion (1 free), Gust of Wind, Silence


Darkness, Crown of Madness, Invisibility, Misty Step, Shatter
Darkvision (M), Pass Without Trace (M), Silence (M)

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