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 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. 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 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. SPELL ATTACK BONUS