Shen

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Level 3 Human Monk, Way of the Ascendant Dragon 1120

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Shen
Acolyte Neutral Good Loyal Tough
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magic Initiate.


STRENGTH Unarmored Defense (Monk) (16) 16 Druid. Spellcasting ability: Wisdom.
PROFICIENCY BONUS +2
10
SHIELD Unarmored Defense. While you are wearing no armor and
AC not wielding a shield, your AC equals 16.
N
CIE C Martial Arts. Your unarmed strike does 1d4+3 damage.
+2 Strength
Y
PROFI

✘ You can use Strength or Dexterity for these attacks.When


+0 you use the Attack action with an unarmed strike or a
✘ +5 Dexterity
monk weapon on your turn, you can make one unarmed
+2 Constitution ARMOR CLASS strike as a bonus action. For example, if you take the
DEXTERITY Attack action and attack with a quarterstaff, you can also
+1 Intelligence make an unarmed strike as a bonus action, assuming you
MAXIMUM HIT DICE TEMPORARY

16
haven’t already taken a bonus action this turn.
+3 Wisdom
24 3d8
+1 Charisma Ki. You have 3 Ki Points and your Ki DC is 13
CONDITIONAL
Flurry of Blows (Bonus Action—Ki). Immediately after you
+3 take the Attack action on your turn, you can spend 1 ki
point to make two unarmed strikes.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS Patient Defense (Bonus Action—Ki). You can spend 1 ki
SAVING THROWS point to take the Dodge action on your turn.

14 N
CIE C

+5 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Step of the Wind (Bonus Action—Ki). You can spend 1 ki
Y
PROFI

✘ point to take the Disengage or Dash action on your turn,


RT

EXPE

VISION INSPIRATION EXHAUSTION and your jump distance is doubled for the turn.
+3 Animal Handling (Wis)
+2 +1 Arcana (Int) Unarmored Movement. Your speed increases by 10 feet
while you are not wearing armor or wielding a shield.
+0 Athletics (Str)
INTELLIGENCE Deflect Missiles (Reaction). You can deflect or catch the
+1 Deception (Cha) missile when you are hit by a ranged weapon attack.

12 +1 History (Int) When you do so, the damage you take from the attack is
reduced by 1d10+6.If you reduce the damage to 0, you can
✘ +5 Insight (Wis) catch the missile if it is small enough for you to hold in one
hand and you have at least one hand free. If you catch a
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS missile in this way, you can spend 1 ki point to make a
+1 +1 Investigation (Int) ranged attack with the weapon or piece of ammunition
you just caught, as part of the same reaction. You make
+3 Medicine (Wis) this attack with proficiency, regardless of your weapon
WISDOM proficiencies, and the missile counts as a monk weapon for
+1 Nature (Int) the attack.

16 +3 Perception (Wis)

+1 Performance (Cha)
Draconic Presence (Reaction). If you fail a Charisma
(Intimidation) or Charisma (Persuasion) check, you can
reroll the check. Once this feature turns a failure into a
+1 Persuasion (Cha) success, you can’t use it again until you finish a long rest.
+3 ✘ +3 Religion (Int)
Draconic Strike. When you damage a target with an
+3 Sleight of Hand (Dex) unarmed strike, you can change the damage type to acid,
CHARISMA
cold, fire, lightning, or poison.
✘ +5 Stealth (Dex)
Breath of the Dragon (Attack—2/Long Rest). You can
12 ✘ +5 Survival (Wis)
SKILLS
replace one of the attacks with an exhalation of draconic
energy in either a 20-foot cone or a 30-foot line that is 5
feet wide (your choice). Choose a damage type: acid, cold,
fire, lightning, or poison. Each creature in that area must
+1 13 PASSIVE PERCEPTION
make a Dexterity saving throw DC13, taking damage of the
chosen type equal to 2d4 on a failed save, or half as much
damage on a successful one.
ADVANTAGE
While you have no uses available, you can spend 2 ki
points to use this feature again.
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Unarmed Strike 5ft +5 1d4+3

FEATURES & TRAITS


Shillelagh 5ft +5 1d8+3

Thorn Whip 30ft +5 1d6 Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Woodcarver’s tools

Languages. Common, Celestial, Dwarvish, Elvish,


Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 35 180cm 75kg
GENDER AGE HEIGHT WEIGHT
Shen Green White Brown
CHARACTER NAME EYES SKIN HAIR

Sümela Manastırı Müridi


Demir Nişan NAME

Kan ve Şöhret

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Shen dağların eteklerinde çiftçilik yapan iki köylünün tek çocuğu olarak dünyaya gelmiş bir çocuktu. Her zaman doğayla
ve bitliklerle iç içe olmaktan keyif alırdı. Bir salgın sonrasında köydeki çoğu genç gibi ebeveyinlerini kaybetmişti. Her
zaman disiplinli bir çocuk olan Shen çocukken dağlarda yer alan manastırı uzun uzun seyretmekten çok keyif alırdı.
Diğer inançlara karşı hoşgörülüyüm ve diğer tanrılara Ailesini kaybettikten sonra onu köye bağlayan hiç bir şey kalmadığını düşünen Shen manastıra tırmanmaya karar verdi.
tapınmaya saygı duyuyorum. Bu manastır Pontos Palemoniakos bölgesinde Panagia deresinin batı yamaçları üstünde bulunan Mela dağının içine
İyimserliğimi hiçbir şey sarsamaz oyularak yapılmıştı. Manastırın bünyesinde farklı inançlardan din adamları bir arada bulunuyırdu. Manastıra giden bu yol
günlerce sürdü, yolda başına küçük birkaç badire ve yaralanma gelse de pes etmedi ve bitap bir halede manastıra
ulaşmayı başardı. Manstırdaki keşişler genç Shenin azmini taktir ettiler. Manastırın en yaşlılarından Barnabas adında doğa
ana Gaea'ya inanan keşiş Shen'e sahip çıktı. O günden sonra Shen burayı benimsedi ve keşişlerin arasına katılıp eğitim
PERSONALITY TRAITS
almaya başladı. Doğa ile arasında olan bağıda kopartmadan hayatına devam eden Shen bu halden memnundu.
Eğtimlerinin yararını gören Shen bilgelikte vücudunu disipline etmenin yanı sıra, azda olsa doğayı yönlendirebilmeyi de
Hayır kurumu. Kişisel maliyeti ne olursa olsun her öğrenmişti. Günlerden bir gün gece vakti bir gürültü koptu. Seslerin olduğu yere gittiğinde ona bir baba gibi davranan
zaman ihtiyacı olanlara yardım etmeye çalışırım. (İyi) yaşlı keşiş barnabasın öldürüldüğünü ve mantırın kutsal hazinelerinden birinin çalındığını gördü. Bu olay Sheni çok
yaralamıştı. Barnabasın sırtından çıkardıkları hançerin yapısı ve öldürülme biçimi sonrası ileri gelen keşişler bu hainliği,
batıdan namı buraya kadar gelen ama ismi bilinmeyen para için suikastler ve hırsızlıklar yapan kara tilki lakaplı katil
IDEAL olduğuna kanaat getirdiler. Çalınan hazine öldürülen yaşlı keşişle aynı ismi taşıyan ve bu manatırı yapan aziz Barnabasın
mezarında ölümünün sabahı filizlenen altın rengi bir ağıcın, dallarını birini üzerine dolanarak meydana getirdiği
kendisinden işlemeli ve antik yazılı bir sopaydı. Olanları sineye çekemeyen Shen yinede öfkesine yenik düşmemesi
Bir süre önce kaybolan inancımın eski bir kalıntısını gerektiğini biliyordu. Bunun üstüne ileri gelen keşişlerle konuştuktan sonra Shen hazineyi bulup geri getirmek ve kara
kurtarmak için ölürüm. tilki isimli kişiyide bulursa yargılanmak üzere manastır konseyinin huzuruna getirmek üzere yola çıktı. Söylentilerin
peşinde koşan Shen'in macerası öncelikle onu Karadenizin dağ eteklerinden Torosların zirvesine ordan doğu akdeniz
sahillerine attı. Burda limanda bir süre hayatını devam ettirmek için çalışırken rodostan buraya gelen bir ticaret gemisi
BOND tayfasından. Kara tilkinin en son Argonda olduğunu öğrendi. Bu duyum üzerine Argona gitmeye karar verdi. Shen yeni
ufuklara yelken açtığı bu yeni bölgede kendisini geliştirip hazineyi geri almak ve kara tilkiye adalete teslim etmek için
maceraların peşinde koşmaya hazırıdı.
Düşüncelerimde esnek değilim.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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 10 2.5
Backpack 1 5
Amulet 1 1
Bedroll 1 7
Mess Kit 1 1
Rations (1 day) 9 18
Tinderbox 1 1
Torch 10 10
Waterskin 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 202 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

58.5 lb / 150 lb 300 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.
Shillelagh Thorn Whip Entangle
Transmutation Cantrip Transmutation Cantrip 1st-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE 30 feet RANGE 90 feet
DURATION 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) COMPONENTS V, S, M (the stem of a plant with thorns) COMPONENTS V, S

The wood of a club or quarterstaff you are holding is imbued with You create a long, vine-like whip covered in thorns that lashes out at Grasping weeds and vines sprout from the ground in a 20-foot square
nature’s power. For the duration, you can use your spellcasting ability your command toward a creature in range. Make a melee spell attack starting from a point within range. For the duration, these plants turn
instead of Strength for the attack and damage rolls of melee attacks against the target. If the attack hits, the creature takes 1d6 piercing the ground in the area into difficult terrain. A creature in the area
using that weapon, and the weapon’s damage die becomes a d8. The damage, and if the creature is Large or smaller, you pull the creature when you cast the spell must succeed on a Strength saving throw or
weapon also becomes magical, if it isn’t already. The spell ends if you up to 10 feet closer to you. This spell’s damage increases by 1d6 be restrained by the entangling plants until the spell ends. A creature
cast it again or if you let go of the weapon when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). restrained by the plants can use its action to make a Strength check
against your spell save DC. On a success, it frees itself. When the spell
ends, the conjured plants wilt away.

Druid Player’s Handbook Druid Player’s Handbook Druid Player’s Handbook


Quarterstaff Dart Dart
Weapons Weapons Weapons

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

Dart Dart Dart


Weapons Weapons Weapons

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

Dart Dart Dart


Weapons Weapons Weapons

1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook
Dart Dart Backpack
Weapons Weapons Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

1/4 lb. Player’s Handbook 1/4 lb. Player’s Handbook 5 lb. Player’s Handbook

Amulet Bedroll Mess Kit


Spellcasting Focus Adventuring Gear Adventuring Gear

A holy symbol is a representation of a god or pantheon. It This tin box contains a cup and simple cutlery. The box
might be an amulet depicting a symbol representing a clamps together, and one side can be used as a cooking pan
deity, the same symbol carefully engraved or inlaid as an and the other as a plate or shallow bowl.
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

1 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

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


Waterskin
Adventuring Gear

5 lb. (full) Player’s Handbook

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