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Monk 8 TUDOR

CLASS & LEVEL BACKGROUND PLAYER NAME


Juzbas Blixanix
Goblin laweful-good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
19 +5 40
11 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 59


● +3 Strength
DEXTERITY +8 Dexterity
20


+1 Constitution 59
CURRENT HIT POINTS IDEALS
0 Intelligence
+5 +3 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

12

+8 Acrobatics (Dex) Total SUCCESSES
+1 +3 Animal Handling (Wis)
FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE 0 Athletics (Str)

11 0 Deception (Cha) NAME ATK BONUS DAMAGE/TYPE


UNARMORED DEFENSE
0 History (Int)
unarmed 1d6 +5 mag Beginning at 1st leveI, while you are
0 +3 Insight (Wis)
wearing no armor and not wielding
0 Intimidation (Cha) băţ 1d8 +6 mag a shield, your AC equals 10 + your
WISDOM 0 Investigation (Int)
Dexterity modifier + your Wisdom
+3 Medicine (Wis) modifier.
17
+2 Nature (Int)
băţ:
+3 Perception (Wis) You can use Dexterity instead of
+3
0 Performance (Cha)
nat 19=crit Strength for the attack and damage

0 Persuasion (Cha) rolIs of your unarmed strikes and
CHARISMA monk weapons. You can rolI a d4 in
0 Religion (Int) place of the normal damage
11 +5 Sleight of Hand (Dex) of your unarmed strike or monk
weapon. This die changes as you

+8 Stealth (Dex)
0 +3 Survival (Wis) gain monk leveis, as shown in the

Martial Arts column of the Monk
SKILLS ATTACKS & SPELLCASTING table. When you use the Attack
action with an unarmed strike or a
PASSIVE WISDOM (PERCEPTION)
monk weapon on your turn you can
CP
10 darts make one unarmed strike as a
bonus action. For example, if
Darkvision SP
you take the Attack action and
Nimble Escape-
attack with a quarterstaff, you can
You can take the Disengage or Hide also make an unarmed strike as a
action as a bonus action on each of your turns. EP
bonus action, assuming you haven't
Fury of the Small-
When you damage a creature with an attack or a spell and
already taken a bonus
the creature's size is larger than yours, you can cause the GP 10 action this turn.
attack or spell to deal extra damage to the creature. The
extra damage equals your level. Once you use this trait, you
can't use it again until you finish a short or long rest.
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

Deflect Missiels-
You can use your reaction to deflect or NAME
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 Id lO + your Dexterity modifier
+ your monk leveI. If you reduce the
damage to O,you can catch the missile if it
is smalI enough for you to hold in one
hand and you have at least one hand free,
If you catch a missile in this way, you can
spend I ki point to make a ranged attack
with the weapon or piece of ammunition
you just caught, as part of the same
reaction. You make this attack with
proficiency, regardless of your weapon
proficiencies, and the missile counts as a SYMBOL
monk weapon
for the attack.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Flurry of Blows 1-
Cloak of Protection- Immediately after you take the Attack action on your
turn, you can spend I ki point to make two unarmed
You gain a +1 bonus to AC strikes as a bonus action.
and Saving Throws while you
wear this cloak. Flurry of Blows 2-
The enemy 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.
Wholeness of Body- It can't take reactions until the end of your next turn.
At 6th leveI, you gain the
ability to heal yourself. As an
Patient Defense-
action, you can regain hit You can spend I ki point to take the Dodge action as a
points equal to three times bonus action on your turn
your monk leveI. You must
finish a long rest before you Step of the Wind-
You can spend I ki point to take the Disengage or Dash
can use this feature again. action as a bonus action on your turn
ADDITIONAL FEATURES & TRAITS

Beginning at 4th levei, you can use your reaction when


you falI to reduce any falIing damage you take by an
amount equal to five times your monk leveI

Stunning strike-
You can spend I ki point to stun the enemy for one round

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
14
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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