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Monk - Lvl 3 Hermit Joshua

CLASS & LEVEL BACKGROUND PLAYER NAME


Júwàirén
V. Human Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Calm and reliable no matter
16 +3 40ft the situation.
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 27


+1 Strength
DEXTERITY Strive to become better

+3
● +5

+3
Dexterity
Constitution
27 than his previous self.
CURRENT HIT POINTS IDEALS
-1 Intelligence

16 +3 Wisdom
Generally distrustful, but will get
-1 Charisma along well with others once his
CONSTITUTION SAVING THROWS loyalty is earned.
TEMPORARY HIT POINTS BONDS

+3
+5 Acrobatics (Dex) Total SUCCESSES Doesn't generally socialize with other
16 Animal Handling (Wis) people, prefers the company of
+3
3d8 FAILURES
woodland critters.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

-1 -1

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense:
Dart +5 1d4+3 - While wearing no armor and not
8 +5 Insight (Wis)
wielding a shield, AC equals 10 +
-1 Intimidation (Cha) Quarter Staff +5 1d6/8+3 Dexterity modifier + Wisdom modifier.
WISDOM -1 Investigation (Int)
Unarmed Strike +5 1d4+3 Martial Arts:
● +5 Medicine (Wis)
+3 -1 Nature (Int)
Ki: Monk level determines the number of points you have, spent ki points are unavailable
until you finish a short or long rest, at the end of which you draw all of your expended ki
back into yourself. You must spend at least 30 minutes of the rest meditating to regain your
- You can use Dexterity instead of
Strength for the attack and damage rolls
ki points.
+3 Perception (Wis) of your unarmed strikes and monk
16 - Flurry of Blows:
- Immediately after an Attack action on your turn, you can spend 1 ki point to make two weapons.
-1 Performance (Cha) unarmed strikes as a bonus action.

- Patient Defense:
- You can roll a d4 in place of the
-1 Persuasion (Cha) - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
normal damage of your unarmed strike
CHARISMA - Step of the Wind:
● +1 Religion (Int) - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on or monk weapon. This die changes as
-1
your turn, and your jump distance is doubled for the turn.
you gain monk levels, as shown in the
+3 Sleight of Hand (Dex) Deflect Missiles:
- Can use your reaction to deflect or catch the missile when you are hit by a ranged
weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +
Martial Arts column of the Monk table.
+5 Stealth (Dex) your Dexterity modifier + your monk level.
- If you reduce the damage to 0, you can catch the missile if it is small enough for you to - When you use the Attack action with
8 +3 Survival (Wis)
hold in one hand and you have at least one hand free. If you catch a missile in this way, you
can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or an unarmed strike or a monk weapon
piece of ammunition you just caught, as part of the same reaction.
on your turn, you can make one
SKILLS ATTACKS & SPELLCASTING unarmed strike as a bonus action.

Crusher Feat:
13 PASSIVE WISDOM (PERCEPTION)
Backpack: - Increased Constitution by 1
CP 0
- Beroll, Mess Kit, - Once per turn, when you hit a
creature with an attack that deals
Armor: None SP 0 10x Rations, Rope bludgeoning damage, you can move it 5
(50ft), Tinderbox, feet to an unoccupied space, provided
Weapons: EP 0 Torch, Waterskin. the target is no more than one size
- Simple Weapons larger than you.
- When you score a critical hit that
GP 0 deals bludgeoning damage to a
Tools: creature, attack rolls against that
- Cook's Utensils creature are made with advantage until
- Flute PP 0 the start of your next turn.
- Herbalism Kit

Languages: Common
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
21 200cm 85kg
AGE HEIGHT WEIGHT
Júwàirén
Black Fair Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Open Hand Technique:


- Whenever you hit a creature with one of the attacks granted by
your Flurry of Blows, you can impose one of the following effects
on that target:
- It must succeed on a Dexterity saving throw or be knocked
prone.
- It must make a 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.

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.

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