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Level 5 Human Monk, Way of the Astral Self 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Wong Fook Hing
Hermit Chaotic Neutral Crusader
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Acrobat (Bonus Action). You can make a DC 15 Dexterity


STRENGTH Unarmored Defense (Monk) (15) 15 (Acrobatics) check. If you succeed, difficult terrain doesn’t cost
you extra movement until the end of the current turn.
PROFICIENCY BONUS +3
13
SHIELD
AC Dual Wielder. +1 bonus to AC while you are wielding a
separate melee weapon in each hand.You can use two-weapon
N
fighting even when the one-handed melee weapons you are
CIE C

+4 Strength wielding aren’t light.You can draw or stow two one-handed


Y
PROFI


+1 weapons when you would normally be able to draw or stow
only one.
✘ +6 Dexterity

+0 Constitution ARMOR CLASS Unarmored Defense. While you are wearing no armor and not
DEXTERITY wielding a shield, your AC equals 15.
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY

16
Martial Arts. Your unarmed strike does 1d6+3 damage. You
+2 Wisdom
33 5d8 can use Strength or Dexterity for these attacks.When you use
-2 Charisma the Attack action with an unarmed strike or a monk weapon on
your turn, you can make one unarmed strike as a bonus action.
CONDITIONAL
For example, if you take the Attack action and attack with a
+3 quarterstaff, you can also make an unarmed strike as a bonus
action, assuming you haven’t already taken a bonus action this
CURRENT HIT POINTS turn.
CONSTITUTION DEATH SAVING THROWS
Ki. You have 5 Ki Points and your Ki DC is 13
SAVING THROWS

11 SPEED FLY CLIMB SWIM Flurry of Blows (Bonus Action—Ki). Immediately after you take
N
CIE C the Attack action on your turn, you can spend 1 ki point to
+6 Acrobatics (Dex) 40ft. 0ft. 0ft. 0ft.
Y
PROFI

✘ make two unarmed strikes.


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Patient Defense (Bonus Action—Ki). You can spend 1 ki point
+0 +1 Arcana (Int)
to take the Dodge action on your turn.

+1 Athletics (Str) Step of the Wind (Bonus Action—Ki). You can spend 1 ki point
to take the Disengage or Dash action on your turn, and your
INTELLIGENCE -2 Deception (Cha) jump distance is doubled for the turn.

13 ✘


+4 History (Int)

+5 Insight (Wis)
Unarmored Movement. Your speed increases by 10 feet while
you are not wearing armor or wielding a shield.
Way of the Astral Self. Monks of the Way of the Astral Self
-2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS have an internal struggle with their ki.
+1 +1 Investigation (Int)
Deflect Missiles (Reaction). You can deflect or catch the
✘ +5 Medicine (Wis) missile when you are hit by a ranged weapon attack. When you
do so, the damage you take from the attack is reduced by
WISDOM +1 Nature (Int) 1d10+8.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

15 ✘ +5 Perception (Wis)

-2 Performance (Cha)
have at least one 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 ammunition you just caught, as part of the
-2 Persuasion (Cha) same reaction. You make this attack with proficiency,
+2 ✘ +4 Religion (Int)
regardless of your weapon proficiencies, and the missile counts
as a monk weapon for the attack.

+3 Sleight of Hand (Dex) Slow Fall (Reaction). Reduce any falling damage you take by
CHARISMA 25.
+3 Stealth (Dex)
Extra Attack. You can attack twice, instead of once, whenever
7 +2 Survival (Wis)
SKILLS
you take the Attack action on your turn.
Stunning Strike (Ki). When you hit another creature with a
melee weapon attack, you can spend 1 ki point to attempt a
-2 15 PASSIVE PERCEPTION stunning strike. The target must succeed on a Constitution
saving throw or be stunned until the end of your next turn.
Arms of the Astral Self (Bonus Action). For 2 Ki points you can
ADVANTAGE summon Astral Arms for the next 10 minutes. With these arms
you can use your wisdom modifier instead of strength when
INITIATIVE +3 2 Attacks / Attack Action RACIAL TRAITS
making strength checks and saving throws. The arms are Monk
weapons and have a reach of 10 ft. dealing radiant or necrotic
damage, you can use your wisdom modifier for attacks made
with the arms. When you attack with your arms you can use a
NAME RANGE ATTACK DAMAGE / TYPE bonus action to attack again.
Shortsword 5 ft +6 vs AC 1d6+3 piercing
Finesse, Light
FEATURES & TRAITS
Unarmed Strike 5 ft 1d6+2 (level 5, based on DEX)
+4 vs AC (level 5, based on DEX)

Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons,


Shortsword

Tool Proficiencies. Flute, Herbalism kit

Languages. Common, Celestial, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 16 126 cm 43 kg
GENDER AGE HEIGHT WEIGHT
Wong Fook Hing Brown Tanned Black, Chinese Queue
CHARACTER NAME EYES SKIN HAIR

Sum Ting Wong - Elder and shifu at the temple


(67) NAME
Chao Ji Bai - Good friend (16)
Xiao Ding Dong - Librarian (43) Astral Monastery

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Fook Hing was a young human boy that was raised in the Astral Monastery, home to those who wished to cultivate an
Astral Self. Being curious about the world around him, he often asked difficult questions that were hushed by the elders
about the Monastery. Why do the other monks go to leave at dawn? What is this "forbidden" library everybody talks
I am utterly serene, even in the face of disaster. about? The secrets were simply begging to be uncovered. One day, his exploration lead him to a secret passageway,
The leader of my community had something wise to wherein he found a prophecy that stated his death was going to happen as a part of the world being changed by a
say on every topic, and I am eager to share that higher being. Indignant with being a mere tool of fate, Fook Hing sets out to change his destiny of dying a lowly death,
wisdom.
and stepped foot beyond the Monastery.

PERSONALITY TRAITS

Live and Let Live. Meddling in the affairs of others


only causes trouble. (Neutral)

IDEAL

Nothing is more important than the other members


of my hermitage, order, or association.

BOND

I’d risk too much to uncover a lost bit of knowledge.

FLAW BACKGROUND STORY

Small ass eyes


Discovery Small wisps of facial hair
The quiet seclusion of your extended hermitage gave Layered dark grey and cream changfu
you access to a unique and powerful discovery. The Astral self: a stereotypical old wuxia mentor
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

A candle that can’t be lit

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Jian] 1 2
A scroll case stuffed full of notes from your studies or1prayers
1
Winter Blanket 1 3
Clothes, Common 1 3
Herbalism Kit 1 3
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 5 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

71.1 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.
*Example Prophecy: Changeable*
When the Wong Fook Hing monk gets run over by a cart
And seven stars fall from the night
A new king will rise, the world will end
And set forth towards a new light

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Jian A scroll case stuffed full of notes from your studies or prayers Winter Blanket
Weapons Adventuring Gear Adventuring Gear

This cylindrical leather case can hold up to ten rolled-up


sheets of paper or five rolled-up sheets of parchment.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 3 lb. Player’s Handbook

Clothes, Common Herbalism Kit Backpack


Adventuring Gear Tools Adventuring Gear

Proficiency with an herbalism kit allows you to identify plants A backpack is a leather pack carried on the back, typically
and safely collect their useful elements. with straps to secure it. A backpack can hold 1 cubic foot/
Components. An herbalism kit includes pouches to store 30 pounds of gear.
herbs, clippers and leather gloves for collecting plants, a mortar You can also strap items, such as a bedroll or a coil of
and pestle, and several glass jars. rope, to the outside of a backpack.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

3 lb. Player’s Handbook 3 lbs. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Mess Kit Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

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


Torch Rations (1 day) Waterskin
Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook

Rope, Hempen (50 feet)


Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

10 lb. Player’s Handbook

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