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trey's monk
trey's monk
STEALTH DISADVANTAGE
N
Crusher. Once per turn, when you hit a creature with
CIE C
✘
+1 move it 5 feet to an unoccupied space, provided the
✘ +5 Dexterity target is no more than one size larger than you. When
+1 Constitution ARMOR CLASS you score a critical hit that deals bludgeoning damage
to a creature, attack rolls against that creature are
DEXTERITY
+0 Intelligence made with advantage until the end of your next turn.
MAXIMUM HIT DICE TEMPORARY
16 +3 Wisdom
+0 Charisma
27 3d8 Unarmored Defense. While you are wearing no armor
and not wielding a shield, your AC equals 16.
CONDITIONAL
+5 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
a quarterstaff, you can also make an unarmed strike as
a bonus action, assuming you haven’t already taken a
Y
PROFI
✘
RT
EXPE
bonus action this turn.
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+1 +0 Arcana (Int) Ki. You have 3 Ki Points and your Ki DC is 14
✘ +3 Athletics (Str) Resistances. Cold Flurry of Blows (Bonus Action—Ki). Immediately after
INTELLIGENCE you take the Attack action on your turn, you can spend
+0 Deception (Cha)
1 ki point to make two unarmed strikes.
10 +0 History (Int)
+3 Insight (Wis)
Patient Defense (Bonus Action—Ki). You can spend 1
ki point to take the Dodge action on your turn.
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
Step of the Wind (Bonus Action—Ki). You can spend 1
ki point to take the Disengage or Dash action on your
✘ +5 Medicine (Wis) Little Giant. You count as one size larger when turn, and your jump distance is doubled for the turn.
WISDOM
determining your carrying capacity and the weight
+0 Nature (Int) you can push, drag, or lift. Unarmored Movement. Your speed increases by 10
feet while you are not wearing armor or wielding a
16 ✘
+3 Perception (Wis)
+2 Performance (Cha)
Mountain Born. You also naturally acclimate to
high altitudes, even if you've never been to one.
shield.
This includes elevations above 20,000 feet. Deflect Missiles (Reaction). You can deflect or catch
+0 Persuasion (Cha) the missile when you are hit by a ranged weapon
+3 ✘ +2 Religion (Int) attack. When you do so, the damage you take from
Stone's Endurance (Reaction—2/Long Rest). the attack is reduced by 1d10+6.If you reduce the
+3 Sleight of Hand (Dex) When you take damage, you can reduce it by 1d12 damage to 0, you can catch the missile if it is small
CHARISMA + 1. enough for you to hold in one hand and you have at
✘ +5 Stealth (Dex)
least one hand free. If you catch a missile in this way,
11 +3 Survival (Wis)
SKILLS
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 same reaction. You make this attack with
proficiency, regardless of your weapon proficiencies,
+0 13 PASSIVE PERCEPTION and the missile counts as a monk weapon for the
attack.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
PERSONALITY TRAITS
IDEAL
BOND
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
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
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Dragonhide Belt +1. This finely detailed belt is made of
Backpack 1 5 [Dragonhide Belt +1] 1 — dragonhide. While wearing it, you gain a +1 bonus to the
Crowbar 1 5 Wraps of Unarmed Prowess +1 1 — saving throw DCs of your ki features. In addition, you can
Hammer 1 3 use an action to regain ki points equal to a roll of your
Piton 10 2.5 Martial Arts die. You can’t use this action again until the
Torch 10 10 next dawn.
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Backpack Crowbar Hammer
Adventuring Gear Adventuring Gear Adventuring Gear
A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.
2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Dragonhide Belt +1 Wraps of Unarmed Prowess +1
Wondrous Items Wondrous Items
This finely detailed belt is made of dragonhide. While While you're wearing these cloth wraps, your unarmed
wearing it, you gain a +1 bonus to the saving throw DCs of strikes are considered magical for the purpose of
your ki features. In addition, you can use an action to overcoming immunity and resistance to nonmagical attacks
regain ki points equal to a roll of your Martial Arts die. You and damage, and you gain a +1 bonus to the attack and
can’t use this action again until the next dawn. damage rolls of your unarmed strikes.