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Monk [Way of the Kensei] (3) Mist Wanderer

CLASS & LEVEL BACKGROUND PLAYER NAME

Eladrin Lawful Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +3 40/30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 24



+1 Strength
DEXTERITY ●
+5 Dexterity

+3 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

16 +3 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 ●
+5 Acrobatics (Dex) SUCCESSES

14 +3 Animal Handling (Wis)


3x(1d8+2) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
-1

+1 ●
-1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+5 Insight (Wis)
Longbow +5 1d10+3 piercing
Backpack
WISDOM
-1 Intimidation (Cha)
+1 Investigation (Int)
Glaive +5 1d10+3 slashing
Bedroll
+3 Medicine (Wis) Calligrapher's
+3 +1 Nature (Int)
Number of Attacks: 1 Supplies

+5 Perception (Wis)
16
-1 Performance (Cha) - Martial Arts. Mess kit
CHARISMA
-1 Persuasion (Cha)
+1 Religion (Int)
Unarmed strike or Rations (1 day)
monk weapon, x10
-1 +3 Sleight of Hand (Dex)
melee, 1d4+3
8

+5 Stealth (Dex)
damage.
Rope, hempen
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Tinderbox
Torch x10
15 PASSIVE WISDOM (PERCEPTION)
CP Waterskin
SP
Tool Proficiencies:
Painter's Supplies; EP

Thieves' Tools
GP

Weapon Proficiencies: PP

Longbow; Glsive;
Shortsword; Simple
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.

Martial Arts. Make an extra unarmed strike when you take Attack action.

Patient Defense. Spend 1 ki point to take the Dodge action.

Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is doubled for the turn.

-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 +6. If you reduce it to 0, you can catch
the missile (if you have a free hand and it's small enough to hold) and use it in a ranged attack with proficiency, as a
monk weapon, for 1 ki point with range 20/60.

-----------Other Traits------------
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei
weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your
next turn, while the weapon is in your hand and you aren't incapacitated.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can
use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a
long rest.
When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a
saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose
when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet
of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions
deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you
teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then
teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you
takes fire damage equal to your proficiency bonus.

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your
season. See the "Info" tab for more information.

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more
deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage
of the weapon's type. You retain this benefit until the end of the current turn.

Ki. You have 3 ki points.

Mist Wanderer. The Mists whisper to you and guide you through their mysterious eddies. You immediately know if an
object you're touching is covered by the Mist. You recognize where the artifact is from if you have been to its domain
of origin.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend
those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't
have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire
these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long
rest.

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