Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
J cristus
Character Name
Monk 20
Class & Level
Fisher
Background
Human
Race
Chaotic Good
Alignment
10000
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+495
1001
1000
+
1
(Race)
DEXTERITY
+495
1001
1000
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+45
101
100
+
1
(Race)
WISDOM
+4995
10001
10000
+
1
(Race)
CHARISMA
+4995
10001
10000
+
1
(Race)
ARMOR CLASS
19
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
0
PERCEPTION
50055005
+
0
SPEED
60 ft
HIT POINTS
Max:
1240
1240
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
501 +501
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
5001 +5001
+
0
Wisdom
5001 +5001
+
0
Charisma
+0
+
Global Bonus
Saving Throws
501 +521
+
20
Acrobatics (Dex)
5001 +5001
+
0
Animal Handling (Wis)
+
10
Arcana (Int)
+
0
Athletics (Str)
4995 +4995
+
0
Deception (Cha)
+
0
History (Int)
5001 +5001
+
0
Insight (Wis)
4995 +4995
+
0
Intimidation (Cha)
+
0
Investigation (Int)
4995 +4995
+
0
Medicine (Wis)
+
0
Nature (Int)
4995 +4995
+
0
Perception (Wis)
4995 +4995
+
0
Performance (Cha)
4995 +4995
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
5001 +5001
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Unarmed+111d10+5 bludgeoning5
Shortsword+111d6+5 piercing5
Darts+111d4+5 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
509
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Class


Unarmored Defense: While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

Martial Arts: When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll d4 for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

Ki: Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Flurry of Blows: Immediately 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.

Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Open Hand Technique (Open): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.

  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

  • It can’t take reactions until the end of your next turn.

Deflect Missiles: 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 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, 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, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike: When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmored Movement: Your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

Wholeness of Body (Open): As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Evasion: When you are subjected to an effect that allows you to make a Dexterity 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: You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Unarmored Movement Improvement: You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

Purity of Body: Your mastery of the ki flowing through you makes you immune to disease and poison.

Unarmored Movement: Your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

Tranquility (Open): At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Tongue of the Sun and Moon: You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul: Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Unarmored Movement: Your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

Timeless Body: Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Quivering Palm (Open): When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Empty Body: You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Unarmored Movement: Your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.

[b]Class[/b]


[b]Unarmored Defense:[/b] While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

[b]Martial Arts:[/b] When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll d4 for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

[b]Ki:[/b] Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

[b]Flurry of Blows:[/b] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

[b]Patient Defense:[/b] You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

[b]Step of the Wind:[/b] 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.

[b]Unarmored Movement:[/b] Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

[b]Open Hand Technique (Open):[/b] Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
[*]It must succeed on a Dexterity saving throw or be knocked prone.
[*] It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
[*] It can’t take reactions until the end of your next turn.

[b]Deflect Missiles:[/b] 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 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, 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, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

[b]Slow Fall:[/b] You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Stunning Strike:[/b] When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

[b]Ki-Empowered Strikes:[/b] Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

[b]Unarmored Movement:[/b] Your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

[b]Wholeness of Body (Open):[/b] As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

[b]Evasion:[/b] When you are subjected to an effect that allows you to make a Dexterity 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.

[b]Stillness of Mind:[/b] You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

[b]Unarmored Movement Improvement:[/b] You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

[b]Purity of Body:[/b] Your mastery of the ki flowing through you makes you immune to disease and poison.

[b]Unarmored Movement:[/b] Your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.

[b]Tranquility (Open):[/b] At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

[b]Tongue of the Sun and Moon:[/b] You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

[b]Diamond Soul:[/b] Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

[b]Unarmored Movement:[/b] Your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.

[b]Timeless Body:[/b] Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

[b]Quivering Palm (Open):[/b] When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

[b]Empty Body:[/b] You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

[b]Unarmored Movement:[/b] Your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Shortsword
10 Darts
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: simple weapons, shortswords, one artisan tool or musical instrument
Languages: Common, Dwarven
PROFICIENCIES & LANGUAGES
I have a lesson for every situation, drawn from observing nature.
PERSONALITY TRAITS
Logic. Emotions must not cloud our logical thinking. (Lawful)
IDEALS
My life's work is a series of tomes related to a specific field of lore.
BONDS
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
FLAWS
 
Born in the east to a Healer, Adrex learned a great deal about his father's area of expertise. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He then took over the family business and is one of the better Healer for hire.
DESCRIPTION & EXTRA INFO

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