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Level 7 Tiefling Monk, Way of the Four Elements 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Requena
Far Traveler Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Unarmored Defense (Monk) (17) 17 bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +3 Unarmored Defense. While you are wearing no armor and not

13
SHIELD wielding a shield, your AC equals 17.
AC
Martial Arts. Your unarmed strike does 1d6+5 damage. You can use
N
CIE C
Strength or Dexterity for these attacks.When you use the Attack
+4 Strength action with an unarmed strike or a monk weapon on your turn, you
Y
PROFI


+1 can make one unarmed strike as a bonus action. For example, if you
✘ +8 Dexterity take the Attack action and attack with a quarterstaff, you can also
make an unarmed strike as a bonus action, assuming you haven’t
+1 Constitution ARMOR CLASS already taken a bonus action this turn.
DEXTERITY
+1 Intelligence Ki. You have 7 Ki Points and your Ki DC is 13
MAXIMUM HIT DICE TEMPORARY

20 +2 Wisdom

+0 Charisma
51 7d8
Flurry of Blows (Bonus Action—Ki). Immediately after you take the
Attack action on your turn, you can spend 1 ki point to make two
unarmed strikes.
CONDITIONAL
Patient Defense (Bonus Action—Ki). You can spend 1 ki point to take
+5 the Dodge action on your turn.
Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to
CURRENT HIT POINTS take the Disengage or Dash action on your turn, and your jump
CONSTITUTION DEATH SAVING THROWS distance is doubled for the turn.
SAVING THROWS

12
Unarmored Movement. Your speed increases by 15 feet while you
SPEED FLY CLIMB SWIM are not wearing armor or wielding a shield.
N
CIE C

+8 Acrobatics (Dex) 45ft. 0ft. 0ft. 0ft.


Y
PROFI


Deflect Missiles (Reaction). You can deflect or catch the missile
RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION when you are hit by a ranged weapon attack. When you do so, the
+1 +1 Arcana (Int) Darkvision
damage you take from the attack is reduced by 1d10+12.If you
reduce the damage to 0, you can catch the missile if it is small
enough for you to hold in one hand and you have at least one hand
✘ +4 Athletics (Str) Resistances. Fire free. If you catch a missile in this way, you can spend 1 ki point to
make a ranged attack with the weapon or piece of ammunition you
INTELLIGENCE +0 Deception (Cha) just caught, as part of the same reaction. You make this attack with
proficiency, regardless of your weapon proficiencies, and the missile

12 +1 History (Int) counts as a monk weapon for the attack.

✘ +5 Insight (Wis) Slow Fall (Reaction). Reduce any falling damage you take by 35.

+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Extra Attack. You can attack twice, instead of once, whenever you
+1 +1 Investigation (Int)
take the Attack action on your turn.

Stunning Strike (Ki). When you hit another creature with a melee
+2 Medicine (Wis) Hellish Resistance. You have resistance to fire weapon attack, you can spend 1 ki point to attempt a stunning
damage. strike. The target must succeed on a Constitution saving throw or be
WISDOM +1 Nature (Int) stunned until the end of your next turn.

15 ✘ +5 Perception (Wis) Infernal Legacy. You know the thaumaturgy Ki-Empowered Strikes. Your unarmed strikes count as magical for
cantrip. You can cast the hellish rebuke spell as a the purpose of overcoming resistance and immunity to nonmagical
+0 Performance (Cha) 2nd-level spell and the darkness spell (1/long rest). attacks and damage.

+0 Persuasion (Cha) (Charisma) Evasion. When you are subjected to an effect that allows you to
+2 +1 Religion (Int)
make a Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on the saving throw, and only half
damage if you fail.
+5 Sleight of Hand (Dex)
Stillness of Mind (Action). You can end one effect on yourself that is
CHARISMA +5 Stealth (Dex) causing you to be charmed or frightened.

11 +2 Survival (Wis)
SKILLS
Disciple of the Elements (Ki). You can spend additional ki points (max
3) to increase the level of an elemental discipline spell that you cast.
The spell’s level increases by 1 for each additional ki point you
spend.
Fist of Unbroken Air (Action). You can spend 2 ki points and choose
+0 15 PASSIVE PERCEPTION a creature within 30 feet of you. That creature must make a Strength
saving throw. On a failed save, the creature takes 3d10 bludgeoning
damage, plus an extra 1d10 bludgeoning damage for each additional
ki point you spend, and you can push the creature up to 20 feet
ADVANTAGE away from you and knock it prone. On a successful save, the
creature takes half as much damage, and you don’t push it or knock
INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS
it prone.
Clench of the North Wind. You can spend 3 ki points to cast hold
person.

Elemental Attunement (Action). You can briefly control elemental


NAME RANGE ATTACK DAMAGE / TYPE forces within 30 feet of you.
Scimitar 5 ft +5 vs AC 1d6+5 slashing
Finesse, Light
FEATURES & TRAITS
Quarterstaff 5 ft +4 vs AC 1d6+1 bludgeoning
Versatile

Shortsword 5 ft +8 vs AC 1d6+5 piercing Armor Proficiencies. –


Finesse, Light
Weapon Proficiencies. Simple Weapons,
Shortsword

Tool Proficiencies. Bagpipes, Songhorn

Languages. Common, Infernal, Aarakocra

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Requena
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

You aren't one of those folk.

You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: All Eyes on You


Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can
be a nuisance, but you also gain the friendly interest of
scholars and others intrigued by far-off lands, to say
nothing of everyday folk who are eager to hear stories of
your homeland.You can parley this attention into access
to people and places you might not otherwise have, for
you and your traveling companions. Noble lords, scholars,
and merchant princes, to name a few, might be interested
in hearing about your distant homeland and people.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Quarterstaff 1 4
Dart 1 .25
[Shortsword] 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

6.3 lb / 195 lb 390 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Thaumaturgy Hellish Rebuke Darkness
Transmutation Cantrip 1st-level evocation 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 60 feet
DURATION Up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

You manifest a minor wonder, a sign of supernatural power, within Reaction: you are being damaged by a creature within 60 feet of you Magical darkness spreads from a point you choose within range to fill
range. You create one of the following magical effects within range: that you can see You point your finger, and the creature that a 15-foot radius sphere for the duration. The darkness spreads
• Your voice booms up to three times as loud as normal for 1 damaged you is momentarily surrounded by hellish flames. The around corners. A creature with darkvision can’t see through this
minute. creature must make a Dexterity saving throw. It takes 2d10 fire darkness, and nonmagical light can’t illuminate it.
• You cause flames to flicker, brighten, dim, or change color for 1 damage on a failed save, or half as much damage on a successful one. If the point you choose is on an object you are holding or one that
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd isn’t being worn or carried, the darkness emanates from the object
• You cause harmless tremors in the ground for 1 minute. level or higher, the damage increases by 1d10 for each slot level and moves with it. Completely covering the source of the darkness
• You create an instantaneous sound that originates from a point above 1st. with an opaque object, such as a bowl or a helm, blocks the darkness.
of your choice within range, such as a rumble of thunder, the cry of a If any of this spell’s area overlaps with an area of light created by a
raven, or ominous whispers. spell of 2nd level or lower, the spell that created the light is dispelled.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Infernal Legacy (Tiefling) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook

Hold Person
2nd-level enchantment

CASTING TIME 1 action


RANGE 60 feet
DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must
succeed on a Wisdom saving throw or be paralyzed for the duration.
At the end of each of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target on additional humanoid for each slot
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.

Clench of the North Wind (Monk) Player’s Handbook


Quarterstaff Dart Shortsword
Weapons Weapons Weapons

4 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook

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