Pang Lu - Sin Vjetra: Monk Outlander Svan

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Monk Outlander Svan

class & Level Background Player Name


Pang Lu - Sin vjetra
Human Neutral
character name race Alignment Experience Points

Inspiration
Strength
16 +3 45
+1 Armor
Class
+3 Proficiency bonus Initiative Speed

13 Personality Traits

Hit Point Maximum 69


1 Strength
dexterity 3
Dexterity

+3 +2 Constitution
+1 Current hit points Ideals
Intelligence

16 +3 Wisdom
-1 Charisma
constitution saving throws
Temporary hit points Bonds
+2
3 Acrobatics (Dex) Total Successes
14 +3 Animal Handling (Wis)
1d8 Failures
+1 Arcana (Int) Hit Dice Death saves Flaws
intelligence 1 Athletics (Str)
-1
+1 Deception (Cha)
Name Atk Bonus Damage/type
+1 History (Int) Flurry of Blows
Immediately after you take the Attack action on your turn, you can
zmajev uto +6 1d6+4 spend 1 ki point to make two unarmed strikes as a bonus action.
12 +3 Insight (Wis)
Patient Defense
-1 Intimidation (Cha) uriken +6 1d6+3 40/100 You can spend 1 ki point to take the Dodge action as a bonus action on
your turn.
wisdom +1 Investigation (Int)
lanac +6 2d4+3 Step of the Wind
+3 Medicine (Wis) You can spend 1 ki point to take the Disengage or Dash action as a
+3 +1 Nature (Int) aka uto +6 1d6+3
bonus action on your turn, and your jump distance is doubled for the
turn.

+3 Perception (Wis) bumerang +6 1d6+3 30/80 Extra Attack


16 Stunning Strike
-1 Performance (Cha) Starting at 5th level, you can interfere with the flow of ki in an
opponent's body. When you hit another creature with a melee weapon
-1 Persuasion (Cha) attack, you can spend 1 ki point to attempt a stunning strike. The target
charisma must succeed on a Constitution saving throw or be stunned until the
+1 Religion (Int) end of your next turn.

-1 +3 Sleight of Hand (Dex)


******************************************
Ki-Empowered Strikes

3 Stealth (Dex) KI
Evasion
When you are subjected to an effect that allows you to make a
9 3 Survival (Wis)
Dexterity saving throw to take only half damage, you instead take no

ki DC - 14 damage if you succeed on the saving throw, and only half damage if
you fail.

SKILLS Attacks & Spellcasting Stillness of Mind


Starting at 7th level, you can use your action to end one effect on
yourself that is causing you to be charmed or frightened.
armOr SHIELD: AC
13 Passive wisdom (Perception)
CP

sP
common, elvish
Staff flute
eP
Herbalism Kit
gP

pP

Other proficiencies & languages Equipment Features & Traits

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.
18 171 63 kg
AGE HEIGHT WEIGHT
Pang Lu - Sin Vjetra
Green Asian Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Adept of the Way Martial Arts


Your practice of martial arts gives you mastery of combat
Pang Lu roen je na sjevernom otoku Once you reach the 5th level in this class, you can spend additional ki
points to increase the level of an elemental discipline spell that you cast, styles that use unarmed strikes and monk weapons, which
Swuy Ji. Roen je da postane provided that the spell has an enhanced effect at a higher level, as are shortswords and any simple melee weapons that don't
burning hands does. The spells level increases by 1 for each additional have the two-handed or heavy property.
poljoprivrednik. Ali njegovi roditelji, ki point you spend. For example, if you are a 5th-level monk and use
Sweeping Cinder Strike to cast burning hands, you can spend 2 ki points
zajedno s obiteljskom tradicijom to cast it as a 2nd-level spell (the disciplines base cost of 1 ki point plus You gain the following benefits while you are unarmed or
ratarstva, poginuli su u noi kada je 1). The maximum number of ki points (its base ki point cost plus any wielding only monk weapons and you aren't wearing
additional points) that you can spend on the spell equals half your monk armor or wielding a shield.
Pang Lu navrio prvu godinu ivota. U level (rounded down), to a maximum of 5 ki points.

razruenoj brvnari na vrhu planine *********************************************************************************** You can use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes and monk
Madoriyama pronaao ga je stari Deflect Missiles weapons.
redovnik i veliki mudrac, Lao Fe Starting at 3rd level, you can use your reaction to deflect or catch the
missile when you are hit by a ranged weapon attack. When you do so,
Manga, te ga uzeo pod svoje okrilje. the damage you take from the attack is reduced by 1d 10 + your You can roll a d4 in place of the normal damage of your
Dexterity modifier + your monk level. unarmed strike or monk weapon.
Treniranjem duha i tijela Pang Lu
If you reduce the damage to 0, you can catch the missile if it is small
otkriva potencijal sakriven duboko u enough for you to hold in one hand and you have at least one hand free.
When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one
sebi i kree na put redovnika uenika i If you catch a missile in this way, you can spend 1 ki point to make a
ranged attack (range 20 feet/60 feet) with the weapon or piece of unarmed strike as a bonus action. For example, if you take
izuavatelja istine i ljepote. Prirodno ammunition you just caught, as part of the same reaction. You make this the Attack action and attack with a quarterstaff, you can
attack with proficiency, regardless of your weapon proficiencies, and the
nadaren magijom, Pang Lu je ve kao missile counts as a monk weapon for the attack.
also make an unarmed strike as a bonus action, assuming
you haven't already taken a bonus action this turn
dijete mogao kontrolirati vodu i druge
elemente to je kasnije razvio u
impresivnu vjetinu, Way Of the Four
ADDITIONAL FEATURES & TRAITS
Elements, kojom je mogao ljudima
pomagati i esto je tako radio, ali je u
trenucima opasnosti mogao pokazati
koja je mo uvjerenja i sile elemenata.
Nakon smrti majstora Fe Manga, Lu
kree na put. U njegovom su fokusu
istraivanje ljudske duhovnosti, doseg
fizike spreme te ouvanje ravnotee
izmeu prirode, ovjeka i due. Nakon
smrti majstora Fe Manga, Lu se popeo
na vrh najvie planine i tamo pronaao
Maglu, duha vjetra i vode u obliku
malenog oblaka, koji mu je postao
vjerni pratitelj kroz avanture.

CHARACTER BACKSTORY TREASURE

TM & 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spell Descriptions
Ice Knife Aganazzar's Scorcher Control Flames

Casting Time: 1 action


Casting Time: 1 action Casting Time: 1 action Range: 60 feet
Range: 60 feet Range: 30 feet Duration: Instantaneous or 1 hour (see below)
Duration: Instantaneous You choose nonmagical flame that you can see
Duration: Instantaneous within range and that fits within a 5-foot cube.
You create a shard of ice and fling A line of roaring flame 30 feet long You affect it in one of the following ways.
it at one creature within range. and 5 feet wide emanates from you
Make a ranged spell attack in a direction you choose. Each You instantaneously expand the flame 5 feet in
against the target. On a hit, the one direction, provided that wood or other fuel
creature in the line must make a is present in the new location.
target takes 1d10 piercing Dexterity saving throw. A creature
damage. Hit or miss, the shard takes 3d8 fire damage on a failed You instantaneously extinguish the flames
then explodes. The target and within the cube.
save, or half as much damage on a
each creature within 5 feet of the successful one. You double or halve the area of bright light and
point where the ice exploded must dim light cast by the flame, change its color, or
succeed on a Dexterity saving At Higher Levels: When you cast both. The change lasts for 1 hour.
throw or take 2d6 cold damage. this spell using a spell slot of 3rd You cause simple shapes-such as the vague
level or higher, the damage form of a creature, an inanimate object, or a
At Higher Levels: When you cast increases by 1d8 for each slot level location-to appear within the flames and
this spell using a spell slot of 2nd animate as you like. The shapes last for 1 hour.
above 2nd.
level or higher, the cold damage
If you cast this spell multiple times, you can
increases by 1d6 for each slot
***************************************** have up to three of its non-instantaneous
level above 1st. effects active at a time, and you can dismiss
such an effect as an action.
Shatter
***************************************
******************************************************

Absorb Elements Casting Time: 1 action


Shape Water
Range: 60 feet
Casting Time: 1 reaction, which Duration: Instantaneous Casting Time: 1 action
A sudden loud ringing noise, Range: 30 feet
you take when you take acid, Duration: Instantaneous or 1 hour (see below)
cold, fire, lightning, or thunder painfully intense, erupts from a point You choose an area of water that you can see
damage of your choice within range. Each within range and that fits within a 5-foot cube.
Range: Self creature in a 10-foot-radius sphere You manipulate it in one of the following ways.
Duration: 1 round centered on that point must make a
You instantaneously move or otherwise change
The spell captures some of the Constitution saving throw. A the flow of the water as you direct, up to 5 feet
incoming energy, lessening its creature takes 3d8 thunder damage in any direction. This movement doesn't have
on a failed save, or half as much enough force to cause damage.
effect on you and storing it for
your next melee attack. You have damage on a successful one. A You cause the water to form into simple shapes
resistance to the triggering creature made of inorganic material and animate at your direction. This change lasts
damage type until the start of your such as stone, crystal, or metal has for 1 hour.
next turn. Also, the first time you disadvantage on this saving throw. You change the water's color or opacity. The
hit with a melee attack on your water must be changed in the same way
next turn, the target takes an extra A nonmagical object that isn't being throughout. This change lasts for 1 hour.
1d6 damage of the triggering type, worn or carried also takes the
You freeze the water, provided that there are no
and the spell ends. damage if it's in the spell's area. creatures in it. The water unfreezes in 1 hour.

At Higher Levels: When you cast At Higher Levels: When you cast If you cast this spell multiple times, you can
this spell using a spell slot of 2nd have no more than two of its non-instantaneous
this spell using a spell slot of 3rd effects active at a time, and you can dismiss
level or higher, the extra damage level or higher, the damage such an effect as an action.
increases by 1d6 for each slot increases by 1d8 for each slot level
level above 1st. above 2nd.
Backstory

You might also like