5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Shortsword | +5 | 1d6+3 Piercing | 5ft | |
Dart | +5 | 1d4+3 Piercing | 20/60ft | |
Unarmed Strike | +5 | 2d4+3 Bludgeoning | 5ft | |
Arms of the Astral Self (WIS) | +4 | 1d4+2 Force | 10ft | |
Arms of the Astral Self (DEX/STR) | +5 | 1d4+3 Force | 10ft | |
BA - Summon Arms of the Astral Self | 11 Dex | 2d4 Force | %3% | |
BA - Flurry of Blows | +5 | 2d4+3 | 5ft |
Natural Athlete
You have proficiency in the Athletics skill.
Stone’s EnduranceAs a reaction, reduce damage dealt to you by 1d12 +1 once per short rest.
Stone’s Endurance: 1 Reaction
Powerful BuildYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain BornYou don't suffer the penalties for being in high altitudes, and have resistance to cold damage.
Class
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 3 points per short rest and your Ki save DC is 11.
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: 3
Flurry of Blows: 1 Bonus ActionPatient 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 Astral Self
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 +5. 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
Arms of the Astral Self1d4 martial arts dieTCoE, pg. 50
As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 ft. of you must succeed on a DEX saving throw (DC:11) or take 2d4 force damage.
For 10 minutes:
- You can use your WIS modifier in place of your STR modifier when making STR checks/saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 ft. greater than normal.
- The unarmed strikes you make with the arms can use your WIS modifier in place of your STR or DEX modifier for the attack and damage rolls, and their damage type is force.
Arms of the Astral Self: Summon: 1 Bonus ActionArms of the Astral Self (WIS): 1 Action
Arms of the Astral Self (DEX/STR): 1 Action
Natural Athlete
You have proficiency in the Athletics skill.
Stone’s Endurance
As a reaction, reduce damage dealt to you by [1d12] [+1] once per short rest.
Stone’s Endurance: 1 Reaction
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born
You don't suffer the penalties for being in high altitudes, and have resistance to cold damage.
[b]Class[/b]
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 3 points per short rest and your Ki save DC is 11.
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: 3
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 Astral Self
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] [+5]. 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
Arms of the Astral Self[1d4] martial arts dieTCoE, pg. 50
As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 ft. of you must succeed on a DEX saving throw (DC:11) or take [2d4] force damage.
For 10 minutes:
- You can use your WIS modifier in place of your STR modifier when making STR checks/saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 ft. greater than normal.
- The unarmed strikes you make with the arms can use your WIS modifier in place of your STR or DEX modifier for the attack and damage rolls, and their damage type is force.
Arms of the Astral Self: Summon: 1 Bonus Action
Arms of the Astral Self (WIS): 1 Action
Arms of the Astral Self (DEX/STR): 1 Action
Common Clothes
Dart (9)
Ugly Dragon Flask
Regular Flask
Healer's Kit
Magical Gauntlets
Mess Kit
Iron Pot
Potion of Healing (2)
Rations
Rope (50ft)
Shortsword
Shovel
Smith's Tools
Tinderbox
Torch
Waterskin
3s
28c
Languages: Common, Giant
When I set my mind to something, I follow through no matter what gets in my way.
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Their contribution stands as a beacon of hope for all adventurers!