5th Edition Character Sheet
Graqinor
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Dart | 1d4+4 | piercing | %3% | |
Quarterstaff | 1d6+4 | bludgeoning | %3% | |
shortsword | 1d6+4 | piercing | %3% |
As an action, you can spend 2 ki points and a chosen creature within 30 ft. must make a STR saving throw (DC 14). On failure, it takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 ft. away from you and knock it prone.
Healer HealingAs an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.
Unarmed StrikeYou can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Water WhipYou can spend 2 ki points as an action to cause a creature that you can see that is within 30 ft. to make a DEX saving throw (DC 14). On failure, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. (Half damage on success and no push or pull)
DarkvisionBR, pg. 43You can see in darkness (shades of gray) up to 60 ft.
Hellish ResistanceBR, pg. 43You have resistance to fire damage.
Infernal LegacyBR, pg. 43You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.
Thaumaturgy(Cantrip)Hellish Rebuke(1st)
/
Long Rest
Unarmored DefensePHB, pg. 78While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Artsd4PHB, pg. 78While 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.
Unarmed Strike: 1 Bonus ActionKiPHB, pg. 78
You can spend Ki Points to fuel ki features. You have 4 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: (No Action)Uses:
/
Short Rest
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
Unarmored MovementPHB, pg. 78
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic TraditionPHB, pg. 78Way of the Four Elements
Deflect MissilesPHB, pg. 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 +8. 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.
Deflect Missiles: 1 ReactionDeflect Missiles Attack: 1 Reaction
Disciple of the Elementsmax of 2 ki points on a spellPHB, pg. 80
You can cast spells, spending up to 2 ki points to increase the spell effect (includes base ki point cost for the spell).
Elemental DisciplinesPHB, pg. 81Fist of Unbroken AirPHB81
As an action, you can spend 2 ki points and a chosen creature within 30 ft. must make a STR saving throw (DC 14). On failure, it takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 ft. away from you and knock it prone.
Fist of Unbroken Air: 1 ActionWater WhipPHB81
You can spend 2 ki points as an action to cause a creature that you can see that is within 30 ft. to make a DEX saving throw (DC 14). On failure, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. (Half damage on success and no push or pull)
Water Whip: 1 ActionAbility Score ImprovementPHB, pg. 78
Feat
Healer
Slow FallPHB, pg. 78
You can use your reaction when you fall to reduce any falling damage you take by 20.
Slow Fall: 1 Reaction
HealerPHB, pg. 167When you use a healer's kit to stabilize a dying creature, that creature also regains 1 HP. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.
Healer Healing: 1 Action
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
As an action, you can spend 2 ki points and a chosen creature within 30 ft. must make a STR saving throw (DC 14). On failure, it takes [3d10] bludgeoning damage, plus an extra [1d10] bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 ft. away from you and knock it prone.
Healer Healing
As an action, you can spend one use of a healer's kit to tend to a creature and restore [1d6+4] HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.
Unarmed Strike
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Water Whip
You can spend 2 ki points as an action to cause a creature that you can see that is within 30 ft. to make a DEX saving throw (DC 14). On failure, the creature takes [3d10] bludgeoning damage, plus an extra [1d10] bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. (Half damage on success and no push or pull)
DarkvisionBR, pg. 43
You can see in darkness (shades of gray) up to 60 ft.
Hellish ResistanceBR, pg. 43
You have resistance to fire damage.
Infernal LegacyBR, pg. 43
You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.
Thaumaturgy(Cantrip)
Hellish Rebuke(1st)
/
Long Rest
Unarmored DefensePHB, pg. 78
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts[d4]PHB, pg. 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.
Unarmed Strike: 1 Bonus Action
KiPHB, pg. 78
You can spend Ki Points to fuel ki features. You have 4 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: (No Action)
Uses:
/
Short Rest
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
Unarmored MovementPHB, pg. 78
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic TraditionPHB, pg. 78
Way of the Four Elements
Deflect MissilesPHB, pg. 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] +8. 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.
Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
Disciple of the Elementsmax of 2 ki points on a spellPHB, pg. 80
You can cast spells, spending up to 2 ki points to increase the spell effect (includes base ki point cost for the spell).
Elemental DisciplinesPHB, pg. 81
Fist of Unbroken AirPHB81
As an action, you can spend 2 ki points and a chosen creature within 30 ft. must make a STR saving throw (DC 14). On failure, it takes [3d10] bludgeoning damage, plus an extra [1d10] bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 ft. away from you and knock it prone.
Fist of Unbroken Air: 1 Action
Water WhipPHB81
You can spend 2 ki points as an action to cause a creature that you can see that is within 30 ft. to make a DEX saving throw (DC 14). On failure, the creature takes [3d10] bludgeoning damage, plus an extra [1d10] bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. (Half damage on success and no push or pull)
Water Whip: 1 Action
Ability Score ImprovementPHB, pg. 78
Feat
Healer
Slow FallPHB, pg. 78
You can use your reaction when you fall to reduce any falling damage you take by 20.
Slow Fall: 1 Reaction
HealerPHB, pg. 167
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 HP. As an action, you can spend one use of a healer's kit to tend to a creature and restore [1d6+4] HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.
Healer Healing: 1 Action
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Backpack
GearAdventuring Gear
5lb.
1
2
--
Container
--
Clothes, Traveler's
GearAdventuring Gear
4lb.
1
2
Social, Outerwear
--
Crowbar
GearAdventuring Gear
5lb.
1
2
--
Utility, Exploration
Dart
Dart
2.5lb.
10
0.5
Simple, Finesse, Thrown, Range (20/60)
--
Hammer
GearAdventuring Gear
3lb.
1
1
--
Utility
--
Hunting Trap
GearAdventuring Gear
25lb.
1
5
--
Damage, Utility
--
Piton
GearAdventuring Gear
2.5lb.
10
0.5
--
Utility
Quarterstaff
Quarterstaff
4lb.
--
0.2
Simple, Versatile
--
Rations (1 day)
GearAdventuring Gear
20lb.
10
5
--
Social, Utility, Consumable
--
Rope, Hempen (50 feet)
GearAdventuring Gear
10lb.
1
1
--
Utility, Exploration
Shortsword
Shortsword
2lb.
--
10
Martial, Finesse, Light
--
Tinderbox
GearAdventuring Gear
1lb.
1
0.5
--
Utility, Exploration
--
Torch
GearAdventuring Gear
10lb.
10
0.1
--
Damage, Utility, Exploration, Combat
--
Waterskin
GearAdventuring Gear
5lb.
1
0.2
--
Container
Athletics
Leatherworker's Tools
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Shout outs: Stacey, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, ツ Htz_Michelle, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Conall Reilly, Cam Largent, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Dylan Rintoul, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!