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Monk [Way of the Open Hand] (10)

Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Atreyus
Dragonborn (metalic)/Gold (fire) Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +4 50/30
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 73


+5 Strength
DEXTERITY
+8 Dexterity

+4 +2 Constitution
-1 Intelligence CURRENT HIT POINTS IDEALS

18 +3 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
+4 Acrobatics (Dex) SUCCESSES
14
10x(1d8+2)
+3 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +5 Athletics (Str)

-1 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Fist +8 1d6+4
8 +7 Insight (Wis) Bedroll
0 Intimidation (Cha) Whirlwind staff +9 1d8+5 Clothes, traveler’s
WISDOM -1 Investigation (Int) Hunting trap
+3 Medicine (Wis)
Dart +8 1d4+4
Mess kit
+3 -1 Nature (Int) Number of Attacks: 2 Pouch
16
+11 Perception (Wis) Ki Points: 10/10. Rations (1 day) x10
0 Performance (Cha) Ring Of Warmth
0 Persuasion (Cha) Rope, hempen
CHARISMA
-1 Religion (Int) Tinderbox
0 +4 Sleight of Hand (Dex) Torch x10
+8 Stealth (Dex) Waterskin
10 +7 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

21 PASSIVE WISDOM (PERCEPTION)


CP

Tool Proficiencies: Horn; SP

Jeweler's Tools
EP

Weapon Proficiencies:
Shortsword; Simple GP 10
PP
Language Proficiencies: Giant

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Atreyus
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

Damage Resistances: fire


Damage Immunities: poison
Immunities: disease

----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.

Martial Arts. Make an extra unarmed strike when you take Attack action.

Patient Defense. Spend 1 ki point to take the Dodge action.

Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is doubled for the turn.

---------------Actions--------------
Stillness of Mind. End one effect causing you to be charmed or frightened.

Wholeness of Body. Heal yourself 30 HPs (use once/long rest).

-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 +14. If you reduce it to 0, you can catch the missile
(if you have a free hand and it's small enough to hold) and use it in a ranged attack with proficiency, as a monk weapon, for 1 ki
point with range 20/60.

Slow Fall. Reduce falling damage by 50.

-----------Other Traits------------
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of
magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution
modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic
Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.

Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail, you take half.

Ki-Empowered Strikes. Your unarmed strikes count as magical.

Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can
replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Con. mod + your PB.
Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the
start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and
be knocked prone.
1/ long rest

Open Hand Technique. When you hit with Flurry of Blows, you impose one of the effects on the target: 1) must make a DC 15
DEX save or be knocked prone. 2) make a DC 15 STR save or be pushed 15 ft. 3) can't take reactions until end of your next
turn.

Stunning Strike. When you hit a creature with melee attack, spend 1 ki point to stun the creature if it fails a DC 15 CON save.

Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain,
settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other
people each day, provided that the land offers berries, small game, water, and so forth. .

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