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Fenric MonkLvl10

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Fenric
CHARACTER NAME
STRENGTH
•
+5
Strength
•
+8
Dexterity
+2
Constitution
+0
Intelligence
+2
Wisdom
+0
Charisma
+1
13
Saving Throw Modifiers
DEXTERITY
Advantage against being charmed,
and magic can’t put you to sleep
+4
Monk 10
DamianKnight
CLASS & LEVEL
PLAYER NAME
Wood Elf
Custom Background
(Milestone)
RACE
BACKGROUND
EXPERIENCE POINTS
+4
ARMOR
Max HP
16
100
CLASS
INITIATIVE
Total
Immunities - Poison,
Disease
SAVING THROWS
CONSTITUTION
+8
Acrobatics DEX
+2
+2
Animal Handling WIS
+0
Arcana INT
15
+1
Athletics STR
+0
Deception CHA
+0
History INT
+2
Insight WIS
+0
Intimidation CHA
+0
Investigation INT
+2
Medicine WIS
+0
Nature INT
+6
Perception WIS
+0
Performance CHA
+0
Persuasion CHA
+0
Religion INT
P
+8
Sleight of Hand DEX
P
+8
Stealth DEX
+2
Survival WIS
P
INTELLIGENCE
+0
10
P
WISDOM
+2
14
CHARISMA
+0
10
HIT DICE
PROFICIENCY BONUS
12
PASSIVE WISDOM (INSIGHT)
10
PASSIVE INTELLIGENCE (INVESTIGATION)
Darkvision 60 ft.
SENSES
DEATH SAVES
=== TOOLS ===
Painter's Supplies
=== LANGUAGES ===
Common, Elvish
ABILITY SAVE DC
55 ft. (Walking)
SPEED
PROFICIENCIES & LANGUAGES
=== ACTIONS ===
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
Opportunity Attack, Grapple, Shove, Improvise,
Two-Weapon Fighting, Interact with an Object
Shadow Step
When you are in dim light or darkness, as a bonus
action you can teleport up to 60 ft. to an unoccupied
space you can see that is also in dim light or
darkness. You then have advantage on the first melee
attack you make before the end of the turn.
=== BONUS ACTIONS ===
Flurry of Blows
After you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes as a
bonus action.
Step of the Wind
You can spend 1 ki point to take the Disengage or
Dash action as a bonus action on your turn, and your
jump distance is doubled for the turn.
Patient Defense
You can spend 1 ki point to take the Dodge action
as a bonus action on your turn.
Unarmed Strike
When you use the Attack action with an unarmed
strike or a monk weapon on your turn, you can make
ACTIONS
NAME
PASSIVE WISDOM (PERCEPTION)
SUCCESSES
=== WEAPONS ===
Glaive, Longbow, Longsword, Shortsword,
Simple Weapons
SKILLS
16
10d8
FAILURES
INSPIRATION
+4
-HIT POINTS
DEFENSES
18
Temp HP
Current HP
HIT
DAMAGE/TYPE
NOTES
Dagger
+8
1d6+4 Piercing
Simple, Finesse, Light, Thrown, Range (20/60)
Glaive
+5
1d10+1 Slashing
Martial, Heavy, Reach, Two-Handed
Shortbow
+8
1d6+4 Piercing
Simple, Ammunition, Range, Two-Handed, Range (80/320)
Unarmed Strike
+8
1d6+4 Bludgeoning
Unarmed Strike
+8
1d6+4 Bludgeoning
Flurry of Blows
+8
1d6+4 Bludgeoning
WEAPON ATTACKS & CANTRIPS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fenric
CHARACTER NAME
Monk 10
DamianKnight
CLASS & LEVEL
PLAYER NAME
Wood Elf
Custom Background
(Milestone)
RACE
BACKGROUND
EXPERIENCE POINTS
You can attack twice, instead of once, whenever you
take the Attack action on your turn.
=== MONK FEATURES ===
| Step of the Wind: 1 Bonus Action
* Hit Points • PHB 77
* Proficiencies • PHB 77
* Unarmored Movement • PHB 78
Your speed increases by 20 feet while you are not
wearing armor or wielding a shield.
* Unarmored Defense • PHB 78
While not wearing armor and not using a shield, your
AC equals 10 + DEX modifier + WIS modifier.
* Monastic Tradition • PHB 78
* Stunning Strike • PHB 79
When you hit with a melee weapon attack, you can
spend 1 ki point to make the target stunned until the
end of your next turn if it fails a CON saving throw (DC
14).
| Special
| Way of Shadow
* Martial Arts • PHB 78
While you are unarmed or wielding only monk
weapons and you aren’t wearing armor or wielding a
shield, you can use DEX instead of STR for the attack
and damage rolls, you can roll your Martial Arts
damage die in place of the normal damage, and when
you use the Attack action on your turn, you can make
one unarmed strike as a bonus action.
* Deflect Missiles • PHB 78
You can use your reaction to deflect or catch the
missile when you are hit by a ranged weapon attack.
When you do so, the damage you take from the attack
is reduced by 1d10 +14. If you reduce damage to 0
and have a free hand, you can spend 1 ki point to
make a ranged attack (as with a monk weapon) with
range 20/60.
| Unarmed Strike: 1 Bonus Action
| 1 Reaction
* Ki • PHB 78
You can spend Ki Points to fuel ki features. You have
10 points per short rest and your Ki save DC is 14.
Flurry of Blows - After you take the Attack action on
your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the
Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the
Disengage or Dash action as a bonus action on your
turn, and your jump distance is doubled for the turn.
| Ki Points: 10 / Short Rest • Special
| 1 Bonus Action
* Shadow Arts • PHB 80
You gain the minor illusion cantrip if you don’t already
know it. As an action, you can spend 2 ki points to cast
darkness, darkvision, pass without trace, or silence,
without providing material components.
* Evasion • PHB 79
When you are subjected to an effect that allows you to
make a DEX saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
* Stillness of Mind • PHB 79
You can use an action to end one effect on yourself
that is causing you to be charmed or frightened.
| 1 Action
* Ability Score Improvement • PHB 78
* Slow Fall • PHB 78
You can use your reaction when you fall to reduce any
falling damage you take by 50.
| 1 Action
* Unarmored Movement Improvement • PHB 78
You can move along vertical surfaces and across
liquids on your turn without falling during the move.
* Purity of Body • PHB
* Extra Attack • PHB 79
| Patient Defense: 1 Bonus Action
* Shadow Step • PHB 80
When you are in dim light or darkness, as a bonus
action you can teleport up to 60 ft. to an unoccupied
space you can see that is also in dim light or darkness.
You then have advantage on the first melee attack you
make before the end of the turn.
| Deflect Missiles Attack: 1 Reaction
| 1 Reaction
| Flurry of Blows: 1 Bonus Action
* Ki-Empowered Strikes • PHB 79
Your unarmed strikes count as magical for the purpose
of overcoming resistance and immunity.
FEATURES & TRAITS
NAME
CP
SP
QTY
WEIGHT
NAME
QTY
WEIGHT
Glaive
1
6 lb.
Paper (one sheet)
10
--
Dagger
1
1 lb.
Rations (1 day)
10
20 lb.
Shortbow
1
2 lb.
Rope, Hempen (50 feet)
1
10 lb.
Backpack
1
5 lb.
Soap
1
--
Pouch
1
1 lb.
Tent, Two-Person
1
20 lb.
Pouch
1
1 lb.
Waterskin
1
5 lb.
Quiver
1
1 lb.
Whetstone
1
1 lb.
Ink (1 ounce bottle)
1
--
Painter's Supplies
1
5 lb.
Ink Pen
1
--
Candle
4
--
Bedroll
1
7 lb.
Tinderbox
1
1 lb.
100.7 lb.
Blanket
1
3 lb.
Block of Incense
2
--
ENCUMBERED
Case, Map or Scroll
1
1 lb.
ATTUNED MAGIC ITEMS
QTY
WEIGHT
195 lb.
Clothes, Traveler's
1
4 lb.
Fishing Tackle
1
4 lb.
Mess Kit
1
1 lb.
0
0
EP
0
GP
10
PP
0
WEIGHT CARRIED
PUSH/DRAG/LIFT
390 lb.
EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Fenric
CHARACTER NAME
You are immune to disease and poison.
=== WOOD ELF RACIAL TRAITS ===
* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.
* Keen Senses • BR 23
You have proficiency in the Perception skill.
* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.
* Trance • BR 23
You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Monk 10
DamianKnight
CLASS & LEVEL
PLAYER NAME
Wood Elf
Custom Background
(Milestone)
RACE
BACKGROUND
EXPERIENCE POINTS
* Lucky • PHB 167
You have 3 luck points per long rest. Whenever you
make an attack roll, an ability check, or a saving throw
(or when an attack roll is made against you), you can
spend one to roll an additional d20 and you choose
which die to use. You can choose to spend luck points
after you roll the die, but before the outcome is
determined.
| 3 / Long Rest • No Action
* Sentinel • PHB 169
When you hit a creature with an opportunity attack, the
creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if
they take the Disengage action. When a creature
within 5 ft. of you makes an attack against a target
other than you, you can use your reaction to make a
melee weapon attack against the attacking creature.
| Sentinel Attack: 1 Reaction
* Ability Score Increase • BR 24
* Elf Weapon Training • BR 24
You have proficiency with the longsword, shortsword,
shortbow, and longbow.
* Fleet of Foot • BR 24
Your base walking speed increases to 35 feet.
* Mask of the Wild • BR 24
You can attempt to hide even when you are only lightly
obscured.
| Special
=== FEATS ===
ADDITIONAL FEATURES & TRAITS
NAME
QTY
WEIGHT
NAME
ADDITIONAL EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
QTY
WEIGHT
Fenric
CHARACTER NAME
Monk 10
DamianKnight
CLASS & LEVEL
PLAYER NAME
Wood Elf
Custom Background
(Milestone)
RACE
BACKGROUND
EXPERIENCE POINTS
ADDITIONAL FEATURES & TRAITS
NAME
QTY
Chalk (1 piece)
3
--
Mirror, Steel
1
0.5 lb.
String
1
--
Arrows
20
1 lb.
WEIGHT
NAME
ADDITIONAL EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
QTY
WEIGHT
Fenric
CHARACTER NAME
M
120
Medium
68in
160
GENDER
AGE
SIZE
HEIGHT
WEIGHT
Lawful Neutral
Secular
Almond
Grey Blue
Black
ALIGNMENT
FAITH
SKIN
EYES
HAIR
I’m full of inspiring and cautionary tales
from my military experience relevant to
almost every combat situation.
I’m always polite and respectful.
PERSONALITY TRAITS
Responsibility. I do what I must and
obey just authority. (Lawful)
IDEALS
My honor is my life.
I protect those who cannot protect
themselves.
BONDS
I made a terrible mistake in battle that
cost many lives—and I would do
anything to keep that mistake secret.
CHARACTER APPEARANCE
FLAWS
ALLIES & ORGANIZATIONS
Concentration (Spell):
Normal activity, such as moving and attacking,
doesn’t interfere with concentration. The following
factors can break concentration:
Casting another spell that requires
concentration.€Youlose concentration on a spell if
you cast another spell that requires concentration.
You can’t concentrate on two spells at once.
Taking damage.€Wheneveryou take damage while
you are concentrating on a spell, you must make a
Constitution saving throw to maintain your
concentration. The DC equals 10 or half the damage
you take, whichever number is higher. If you take
damage from multiple sources, such as an arrow and
a dragon’s breath, you make a separate saving
throw for each source of damage.
Being incapacitated or killed.€Youlose concentration
on a spell if you are€incapacitated€orif you die.
Dash:
When you take the Dash action, you gain extra
movement for the current turn. The increase equals
your speed, after applying any modifiers. With a
speed of 30 feet, for example, you can move up to
60 feet on your turn if you dash.
Any increase or decrease to your speed changes
this additional movement by the same amount. If
your speed of 30 feet is reduced to 15 feet, for
instance, you can move up to 30 feet this turn if you
dash.
Disengage:
If you take the Disengage action, your movement
doesn't provoke opportunity attacks for the rest of
the turn.
Dodge:
When you take the Dodge action, you focus entirely
on avoiding attacks. Until the start of your next turn,
any attack roll made against you has disadvantage if
you can see the attacker, and you make Dexterity
saving throws with advantage. You lose this benefit if
you are€incapacitated€orif your speed drops to 0.
CHARACTER BACKSTORY
Help:
You can lend your aid to another creature in the
completion of a task. When you take the Help action,
the creature you aid gains advantage on the next
ability check it makes to perform the task you are
helping with, provided that it makes the check before
the start of your next turn.
Alternatively, you can aid a friendly creature in
attacking a creature within 5 feet of you. You feint,
distract the target, or in some other way team up to
make your ally's attack more effective. If your ally
attacks the target before your next turn, the first
attack roll is made with advantage.
Hide:
When you take the Hide action, you make a
Dexterity (Stealth) check in an attempt to hide,
following the rules for hiding.
When you attack a target that you can't see, you
have disadvantage on the attack roll. This is true
whether you're guessing the target's location or
you're targeting a creature you can hear but not see.
If the target isn't in the location you targeted, you
automatically miss, but the DM typically just says
that the attack missed, not whether you guessed the
target's location correctly.
When a creature can't see you, you have advantage
on attack rolls against it. If you are hidden--both
unseen and unheard--when you make an attack, you
give away your location when the attack hits or
misses.
Incapacitated:
An€incapacitated€creaturecan't take actions or
reactions.
Grapple:
When you want to grab a creature or wrestle with it,
you can use the€Attack€actionto make a special
melee attack, a grapple. If you’re able to make
multiple attacks with the€Attack€action,this attack
replaces one of them.
The target of your grapple must be no more than one
size larger than you and must be within your reach.
ADDITIONAL NOTES
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SPELLCASTING
ABILITY
SPELLCASTING
CLASS
PREP SPELL NAME
O
SOURCE
SAVE/ATK TIME
DURATION
PAGE REF
1 minute
PHB 260
D: 1m, 5 ft. Cube, S/M
V,M
Concentration, up to 10 minutes
PHB 230
D: 10m, 15 ft. Sphere, V/M
V,S,M
8 hours
PHB 230
D: 8h, V/S/M
Self
V,S,M
Concentration, up to 1 hour
PHB 264
D: 1h, V/S/M
120 ft./20 ft. Sphere
V,S
Concentration, up to 10 minutes
PHB 275
D: 10m, 20 ft. Sphere, V/S
RANGE
COMP
SPELL SAVE DC
=== CANTRIPS ===
(At Will)
Minor Illusion
Shadow Arts
--
1A
30 ft./5 ft. Cube S,M
Darkness <C>
Shadow Arts
--
1A
60 ft./15 ft. Sphere
Darkvision
Shadow Arts
--
1A
Touch
Pass without Trace <C>
Shadow Arts
--
1A
Silence <C>
Shadow Arts
--
1A
NOTES
=== 2nd LEVEL ===
O
O
O
O
SPELLS
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SPELL ATTACK
BONUS
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