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Onsen
Onsen
Onsen
0 INSPIRATION
STRENGTH
16 +9 30 ft
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
10 PERSONALITY TRAITS
12
DEXTERITY 6
● Dexterity
4 2
1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
18 2 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
2
BONDS
1 ●
-1
3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense
Piercing jab +6 1d8+4 P Beginning at 1st level, while you are wearing no armor
12 2 Insight (Wis) and not wielding a Shield, your AC equals 10 + your
Dexterity or Strength modifier(Your Choice) + your
-1 Intimidation (Cha) Jab +6 1d4+4 B Wisdom modifier.
2
2 Medicine (Wis) mastery of Combat styles that use unarmed strikes and
1 Nature (Int) monk Weapons, which are any weapon you are
proficient with that lack the Two-Handed or heavy
● 4 Perception (Wis) property.
15
-1 Performance (Cha) You gain the following benefits while you are unarmed
or wielding only monk Weapons and you aren’t wearing
-1 Persuasion (Cha) armor or wielding a shield:
CHARISMA
1 Religion (Int)
-1
You can use Dexterity instead of Strength for the Attack
● 6 Sleight of Hand (Dex) and Damage Rolls of your unarmed strikes and monk
Weapons.
● 6 Stealth (Dex) You can roll a d4 in place of the normal damage of your
8 Unarmed Strike or monk weapon. This die changes as
● 4 Survival (Wis) you gain monk levels, as shown in the Martial Arts
column of the Monk table.
SKILLS ATTACKS & SPELLCASTING When you use the Attack action with an Unarmed Strike
or a monk weapon on Your Turn, you can make one
Unarmed Strike as a Bonus Action. For example, if you
take the Attack action and Attack with a Quarterstaff,
14 PASSIVE WISDOM (PERCEPTION) A cracked hourglass, a you can also make an Unarmed Strike as a Bonus Action,
CP assuming you haven’t already taken a Bonus Action this
set of rusty manacles, a turn. You can use these extra attacks to instead make a
half-empty bottle, a grapple or shove attempt.
Proficiencies SP The number of attacks granted by your bonus action
Armor: None
hunting trap,Playing increases to two at level 11, and three at level 20
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
Size
Your size is Medium.
Speed
Your walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern
colors in that darkness only as shades of gray.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Long-Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky
You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large
enough for a Small creature.
Surprise Attack
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current
combat.
Alert: Always on the lookout for danger, you gain the following benefits:
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.