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Plasmoid

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0% found this document useful (0 votes)
141 views3 pages

Plasmoid

...

Uploaded by

evazoliver
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Monk [Way of the Pirate

CLASS & LEVEL BACKGROUND PLAYER NAME


"Osmose" Jones Long Death] (6)
Plasmoid Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +2 45/30
0 ARMOR
CLASS
+3 PROFICIENCY BONUS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 45


+3 Strength
DEXTERITY
+5 Dexterity

+2 +2 Constitution
CURRENT HIT POINTS IDEALS
0 Intelligence

15 +2 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
+5 Acrobatics (Dex) SUCCESSES

14 6x(1d8+2)
+2 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +3 Athletics (Str)
-1 Deception (Cha)
0 NAME ATK BONUS DAMAGE/TYPE
0 History (Int)
+5 Insight (Wis)
Dart 1d4+2 piercing Backpack
+5
10 Bedroll
-1 Intimidation (Cha) Quarterstaff +5 1d6+2 bludgeoning
Clothes, common
WISDOM 0 Investigation (Int)
Mess kit
+2 Medicine (Wis)
+2 Pouch
0 Nature (Int)
Number of Attacks: 2 Rations (1 day) x10
+5 Perception (Wis) - Martial Arts. Unarmed strike
15 Rope, hempen
-1 Performance (Cha)
or monk weapon, melee, Rope, silk
-1 Persuasion (Cha)
CHARISMA 1d6+2 damage. Tinderbox
0 Religion (Int)
-1 Torch x10
+2 Sleight of Hand (Dex)
Waterskin
+2 Stealth (Dex)
8 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Lyre;
Navigator's Tools; Water
EP
Vehicles
GP 10
Weapon Proficiencies:
Shortsword; Simple PP

Language Proficiencies:
Common; Goblin
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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Once a pirate looking for riches, "Osmose" Jones found himself


turned into an ooze after a bad encounter with a hexed chest
underwater.

His new self barely remembers his past and has manifested an
uncanny obsession with death and escaping it. Along with his
thirst for riches and flexible moral compass, this makes the
plasmoid an unpredictable sort.

TREASURE CHARACTER BACKSTORY

TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Damage Resistances: acid, poison

----------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.

-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 +8. 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 30.

-----------Other Traits------------
Bad Reputation. No matter where you go, people are afraid of you due to your reputation. When you are in
a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a
tavern or breaking down doors at a local shop, since most people will not report your activity to the
authorities.

Crusher. You are practiced in the art of crushing your enemies, granting you the following benefits:

• Increase your Strength or Constitution by 1, to a maximum of 20.


• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it
5 feet to an unoccupied space, provided the target is no more than one size larger than you.
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that
creature are made with advantage until the start of your next turn.

Equipment. You possess a belaying pin (club), and a lucky charm such as a rabbit foot or a small stone
with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5). Enter
these manually as custom items.

Hour of Reaping. At 6th level, you gain the ability to unsettle or terrify those around you as an action, for
your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that
can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Ki. You have 6 ki points.

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

Stunning Strike. When you hit a creature with melee attack, spend 1 ki point to stun the creature if it fails a
DC 13 CON save.

Touch of Death. Starting when you choose this tradition at 3rd level, your study of death allows you to
extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of
you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level
(minimum 1).

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