5e Four Elements Monk LVL 3

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Monk (Four Elements) 3rd Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf 900


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
I was exiled for a crime I did not commit.
STRENGTH
15 +3 45 Traits

10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Ive been isolated so long that I rarely speak.

I am utterly serene, even in the face of disaster

0 PERSONALITY TRAITS

Hit Point Maximum 24


● +2
Strength Live and Let Live.
DEXTERITY

17



+5

+2
Dexterity
Constitution
24 Meddling in the affairs of others
causes nothing but trouble.
CURRENT HIT POINTS IDEALS
-1
Intelligence
+3 +2
Wisdom
I entered seclusion to hide from the
+1
Charisma ones that might still be hunting me. I
CONSTITUTION SAVING THROWS must someday confront them.
TEMPORARY HIT POINTS BONDS

14


+5
Acrobatics (Dex) Total 3 SUCCESSES I like keeping secrets and will not
+2 share them with anyone.
+2
Animal Handling (Wis) 1d8 FAILURES

-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)

8

+1

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense
-AC = 10+Wis+Dex Mods when not wearing armor.
S.Sword +5 +3 1d6
Insight (Wis)
Martial Arts
-1 +2
-Monk Weapons are shortswords, and any simple melee weapon that isn't 2 handed or
heavy.

+1
Intimidation (Cha) Dagger +5 +3 1d4 -Can use Dex instead of Strength for Monk Weapons and Unarmed Strikes.
-Can use 1d4 for Monk Weapons and Unarmed Strikes.
-Can attack as a bonus action using an Unarmed Strike if you attacked with an Unarmed

Investigation (Int)
Strike or Monk Weapon.
WISDOM -1

10 x Darts +5 +3 1d6 Ki

Medicine (Wis)
● +4 -Ki Points: 3

14
-1
Nature (Int) Short Sword, Piercing, 2lb, Finesse,
-Ki Save DC: 8 + Prof + Wis Mod.
-Flurry of Blows: Spend 1 ki point to attack with 2 Unarmed Strikes as a bonus action.
-Paitient Defense: Spend 1 ki point to use Dodge as a bonus action.
-Step of the Wind: Spend 1 ki point to Dash as a bonus action.


+4
Perception (Wis)
Light Unarmored Movement
-Movement Speed +10 when not wearing armor.
+2
Performance (Cha)
+1 Deflect Missiles
-When hit by a ranged weapon attack, You can use your reaction to reduce damage by
Dagger, Piercing, 1 lb, Finesse, 1d10 + Dex Mod + Monk Level. If the damage is reduced to 0, you can spend 1 ki point,

Persuasion (Cha)
+1 and during the same reaction, make a ranged weapon attack against a creature. For the

CHARISMA Light, 20/60 Range attack, the item counts as a monk weapon.

Monastic Tradition: Way of Four Elements



+1
Religion (Int)
12 +3
Sleight of Hand (Dex) Darts, 1/4 lb. Finesse, 20/60 Range
Casting Elemental Spells
-Can spend 2 ki points maximum on a Spell.

Elemental Disciplines:
-Elemetnal Attunement: Can use the elements to create a harmless sensory effect, snuff

+5
Stealth (Dex) out a candle, torch, or small campfire, heat or chill up to 1lb of nonliving material, and

+1 Armor, Wearing None shape mud or earth into a crude design.


-Fist of Unbroken Air: Spend 2 ki points and fire compressed air at a creature within 30 feet
+2
Survival (Wis) of you. That creature must succeed a STR saving throw. On a fail, they take 3d10
buldgeoning damage and are pushed back up to 15 feet away. On a success, they take
half damage and aren't pushed back. Add 1d10 for each additional ki point added.
SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION) Backpack


CP
Bedroll

Mess Kit
SP
Common, Elvish, Gnomish Tinder Box

10 x Torches
Simple Weapons and Shortswords EP
10 x Rations

No Armor Proficiency GP 5
Waterskin

50 Feet Hemp Rope


Flute Proficiency Herbalism Kit
PP
Scroll Case w/ notes
Herbalism Kit Proficiency
Winter Blanket

Common Clothes

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
125 5'7 175 lb.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Wood Elf Traits

Dex +2, Wis +1

Darkvision = 60 feet of vision in dark as dim and dim as bright.

Keen Senses = Proficiency in the Perception Skill.

Fey Ancestry = Advantage on saving throws vs. charmed and magic cannot put you to
sleep.

Trance = Elves do not need sleep. A long rest is only 4 hours to you.

Elf Weapon Training = Proficiency with longsword, shortswords, shortbow and longbow.
Fleet of Foot = Base speed is 35 feet.

Mask of the Wild = You can attempt to hide when you are obscured by foliage, heavy
rain, falling snow, mist, and other natural elements.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ki Save DC = 12

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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