Wilheim Reich

You might also like

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

Level 9 Firbolg Monk, Way of the Sun Soul 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Wilheim Reich
Outlander Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Martial Adept. 1d6 superiority dice / short rest. DC 16


STRENGTH Unarmored Defense (Monk) (17) 17 Unarmored Defense. While you are wearing no armor and not
PROFICIENCY BONUS +4 wielding a shield, your AC equals 17.

12
SHIELD
AC
Martial Arts. Your unarmed strike does 1d6+4 damage. You can
use Strength or Dexterity for these attacks.When you use the
N
CIE C Attack action with an unarmed strike or a monk weapon on your
+5 Strength
Y
PROFI

✘ turn, you can make one unarmed strike as a bonus action. For
+1 example, if you take the Attack action and attack with a
✘ +8 Dexterity quarterstaff, you can also make an unarmed strike as a bonus
action, assuming you haven’t already taken a bonus action this
+2 Constitution ARMOR CLASS turn.
DEXTERITY
+0 Intelligence Ki. You have 9 Ki Points and your Ki DC is 15
MAXIMUM HIT DICE TEMPORARY

18 +3 Wisdom

+0 Charisma
60 9d8 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

+4 Patient Defense (Bonus Action—Ki). You can spend 1 ki point to


take the Dodge action on your turn.
CURRENT HIT POINTS Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to
CONSTITUTION DEATH SAVING THROWS take the Disengage or Dash action on your turn, and your jump
SAVING THROWS distance is doubled for the turn.

15 N
CIE C

+8 Acrobatics (Dex)
SPEED
45ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Unarmored Movement. Your speed increases by 15 feet while you
are not wearing armor or wielding a shield. You gain the ability to
Y
PROFI

✘ move along vertical surfaces and across liquids on your turn


RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION without falling during the move.
+2 +0 Arcana (Int) Way of the Sun Soul. Transforms ki into bursts of fire and searing
bolts of light
✘ +5 Athletics (Str)
Deflect Missiles (Reaction). You can deflect or catch the missile
INTELLIGENCE +0 Deception (Cha) when you are hit by a ranged weapon attack. When you do so, the
damage you take from the attack is reduced by 1d10+13.If you

10 +0 History (Int) 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
+3 Insight (Wis) hand 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
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS ammunition you just caught, as part of the same reaction. You
+0 +0 Investigation (Int)
make this attack with proficiency, regardless of your weapon
proficiencies, and the missile counts as a monk weapon for the
Firbolg Magic. You can cast detect magic and disguise self attack.
+3 Medicine (Wis)
with this trait, using Wisdom as your spell casting ability Slow Fall (Reaction). Reduce any falling damage you take by 45.
WISDOM +0 Nature (Int) for them. Once you cast either spell, you can't cast it
again with this trait until you finish a short or long rest. Extra Attack. You can attack twice, instead of once, whenever you

16 +3 Perception (Wis)

+0 Performance (Cha)
When you use this version of disguise self, you can seem
up to 3 feet shorter than normal, allowing you to more
easily blend in with humans and elves.
take the Attack action on your turn.

Stunning Strike (Ki). When you hit another creature with a melee
+0 Persuasion (Cha)
weapon attack, you can spend 1 ki point to attempt a stunning
+3 +0 Religion (Int)
Hidden Step. As a bonus action, you can magically turn strike. The target must succeed on a Constitution saving throw or
be stunned until the end of your next turn.
invisible until the start of your next turn or until you
attack, make a damage roll, or force someone to make a Ki-Empowered Strikes. Your unarmed strikes count as magical for
+4 Sleight of Hand (Dex) saving throw. (once per short/long rest) the purpose of overcoming resistance and immunity to nonmagical
CHARISMA ✘ +8 Stealth (Dex) attacks and damage.
Powerful Build. You count as one size larger when

10 +7 Survival (Wis)
✘ determining your carrying capacity and the weight you Evasion. When you are subjected to an effect that allows you to
can push, drag, or lift. make a Dexterity saving throw to take only half damage, you
SKILLS instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
Speech of Beast and Leaf. Communicate in a limited
+0 13 PASSIVE PERCEPTION manner with beasts and plants. They can understand the
meaning of your words, though you have no special
Stillness of Mind (Action). You can end one effect on yourself that
is causing you to be charmed or frightened.
ability to understand them in return. You have advantage
on all Charisma checks you make to influence them. Radiant Sun Bolt (Attack). Make a ranged spell attack (30ft, +8 vs
ADVANTAGE AC, 1d6+4 radiant damage) When you use this attack, spend 1 ki
point to make it twice as a bonus action.
INITIATIVE +4 2 Attacks / Attack Action RACIAL TRAITS Searing Arc Strike (Bonus Action). After an attack, spend 2 ki point
to cast burning hands. Additional ki points to cast the spell at
higher levels (1/level). You can spent maximum 4 ki points (2 plus
NAME RANGE ATTACK DAMAGE / TYPE any additional points).
Quarterstaff 5 ft +5 vs AC 1d6+1 bludgeoning
Versatile
FEATURES & TRAITS
Shortbow 80/320 +8 vs AC 1d6+4 piercing
Ammunition, Two-Handed
Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Woodcarver’s tools, Pan flute

Languages. Common, Elvish, Giant, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 7'0" 240 lb.
GENDER AGE HEIGHT WEIGHT
Wilheim Reich
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I have a lesson for every situation, drawn from nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
observing nature. features of the terrain, you know the ways of the wild.

PERSONALITY TRAITS

Greater Good. It is each person’s responsibility to


make the most happiness for the whole tribe. (Good)

IDEAL

My family, clan, or tribe is the most important thing


in my life, even when they are far from me.

BOND

I am slow to trust members of other races, tribes,


and societies.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

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
Explorer’s Pack 1 10
[Quarterstaff] 1 4
Shortbow 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

16 lb / 360 lb 720 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.
Burning Hands
1st-level evocation

CASTING TIME 1 action


RANGE Self (15-foot cone)
DURATION Instantaneous
COMPONENTS V, S

As you hold your hands with thumbs touching and fingers spread, a
thin sheet of flames shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save, or half as much
damage on a successful one. The fire ignites any flammable objects in
the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Searing Arc Strike (Monk) Player’s Handbook


Explorer’s Pack Quarterstaff Shortbow
Equipment Packs Weapons Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10


torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 4 lb. Player’s Handbook 2 lb. Player’s Handbook

You might also like