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6 Monk Drunken Master


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LEVEL & CLASS PLAYER NAME

Hermit Tortle 14,000 Add: 23,000


CHARACTER NAME BACKGROUND Searching for spiritual enlightenment RACE EXPERIENCE Next Level

F AC DESCRIPTION
● +2 STR +1 INT
PRO

17 Armor Tortle's Shell

39 +3 17
Set Max HP
STRENGTH ● +7 DEX +3 WIS
Shield

-1 +1 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 0 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
6 d8+1 35 ft

CONSTITUTION SAVING THROWS FAILURES


45 ft 14 ABILITY
SAVE DC
WISDOM

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex)

PRO
● Light Medium Heavy Shields
PRO

12 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
+1 Arcana (Int) > Ki Points 6 SR Shortsword
INTELLIGENCE ● +2 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+1
0 Deception (Cha) > Druidic Calligrapher's supplies
+1 History (Int) > Common Brewer's supplies
+3 Insight (Wis) Aquan Herbalism kit
12
>

0 Intimidation (Cha) >

+1 Investigation (Int) >


WISDOM
● +6 Medicine (Wis) >

+3 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+3 Perception (Wis)
16 ● +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

0 Persuasion (Cha) > Attack (2 attacks per action) Unarmed Strike (with Attack action)
< Deflect Missiles <

CHARISMA ● +4 Religion (Int) > Shell Defense (start) Flurry of Blows (after Attack action)
< Slow Fall <

0 +4 Sleight of Hand (Dex) > Patient Defense < Tipsy Sway <

● +7 Stealth (Dex) > Step of the Wind < <

+3 Survival (Wis) > Shell Defense (end) < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Tortle's Claws ✔ Dex Melee +7 1d6+4 Slashing


>
Counts as magical
DESCRIPTION

Shortsword ✔ Dex Melee +7 1d6+4 Piercing


>
Finesse, light
SENSES Quarterstaff ✔ Dex Melee +7 1d6+4 Bludgeoning
>
Versatile (1d8)
NAME TOTAL NAME TOTAL
Improvised Weapon Dex Melee, 20/60 ft +4 1d4+4 Bludgeoning
>
Reload Reload Damage die, type, range, etc. are at the DM's discretion

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3+221026 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
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Drunken Master, level 6:
◆ Martial Arts (Monk 1, PHB 78) [1d6]
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
◆ Unarmored Defense (Monk 1, PHB 78) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
◆ Ki (Monk 2, PHB 78) [6× per short rest]
I can spend ki points to fuel special actions (see third page)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
◆ Unarmored Movement (Monk 2, PHB 78) [+15 ft] IDEALS
Speed increases and eventually lets me traverse some surfaces without falling as I move
◆ Deflect Missiles (Monk 3, PHB 78) [1d10 + 6 + Dexterity modifier; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
◆ Bonus Proficiencies (Way of the Drunken Master 3, XGtE 34)
BONDS
I gain proficiency with the Performance skill and brewer's supplies
◆ Drunken Technique (Way of the Drunken Master 3, XGtE 34)
When using Flurry of Blows, I gain the benefits of a Disengage and +10 ft speed this turn
◆ Slow Fall (Monk 4, PHB 78) [30 less falling damage]
As a reaction, I can reduce any falling damage I take by five times my monk level
FLAWS
◆ Ki-Empowered Strikes (Monk 6, PHB 79)
My unarmed strikes count as magical for overcoming resistances and immunities
◆ Tipsy Sway (Way of the Drunken Master 6, XGtE 34) [Standing up from prone costs only 5 ft]
1 ki point: as a reaction if missed in melee, attacker instead hits other I see within 5 ft Feature Name: Discovery

The quiet seclusion of my extended hermitage gave me access to a


Monk features:
unique and powerful discovery. The exact nature of this revelation
◆ If I wear armor/shield, I lose Unarmored Defense, Martial Arts, and Unarmored Movement
depends on the nature of my seclusion. It might be a great truth, a
◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
hidden site, a long forgotten fact, or unearthed some relic of the
After taking the Attack action, I can make 2 unarmed attacks as a bonus action
past that could rewrite history.
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
BACKGROUND FEATURE
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
◆ Stunning Strike (Monk 5, PHB 79) [1 ki point] Tortle
After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it • Claws: My unarmed strikes with my claws deal 1d6 slashing
It has to succeed on a Constitution save or be stunned until the end of my next turn damage.
• Hold Breath: I can hold my breath for up to 1 hour at a time.
• Natural Armor: I have a base AC of 17, but I can't add my Dex to it
or wear armor.
• Shell Defense: As an action, I can withdraw into my shell and gain
+4 AC and adv. on Str and Con saves, but I count as prone, have
speed 0, have disadv. on Dex saves, and can't take reactions. The
only action I can take is a bonus action to emerge from the shell.
CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> Backpack, with: 5 > > Common clothes 3 CP

> - Blanket 3 > > Scroll case with notes 1


> - Candles 10 > >
SP
> - Tinderbox 1 > >
> - Alms box 1 > >
> - Incense, blocks of 2 > > EP

> - Censer 1 > >


>
>
- Vestments
- Rations, days of 2
4
2
>
>
>
>
5 GP

> - Waterskin 5 > >


> - Calligrapher's supplies 5 > > PP

> - Brewer's supplies 9 > >


WEIGHT CARRIED
> - Herbalism kit 3 > >
49.1 lb
> - Winter blanket 3 > >
ENCUMBERED
> - Amulet holy symbol 1 > ATTUNED MAGICAL ITEMS
46 - 90 lb
> - Ink, 1 ounce bottle of > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> - Quill > >
135 lb
> - Scrolls, empty > > PUSH/DRAG/LIFT
SUBTOTAL 45 SUBTOTAL SUBTOTAL 4 136 - 270 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3+221026 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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