Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Claude "Fishhook" Merrik
Character Name
Monk 4
Class & Level
Gladiator
Background
Decapodian
Race
Lawful Evil
Alignment
N/A
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+0
10
10
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+3
16
14
+
2
(Race)
CHARISMA
+1
13
13
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1313
+
SPEED
30/50ft
HIT POINTS
Max:
18
18
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
1 +1
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-1 -1
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
Global Hit Bonus
+
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
4
Ki
/
/
/
/
/
/
/
/
/
OKAY MAYBE I DIDNT GET TO WRITING THE USER GUIDE REMIND ME TO ANOTHER TIME IM TIRED


Ki (theres so much.)

Base Info
-Ki = lvl (At lvl 4, you have 4 Ki points per long rest.)

-Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 13)

Spending Ki:

-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(w knuckles, 1d8 +3 +2d4 +6)

-Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. (The Dodge action means 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

- Step of the Wind: You can spend 1 ki point to take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

-Deflect Missiles:
-Starting at 3rd level, 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 this damage decreases to 0, then you can redirect the projectile to an opponent within range. ([1d20+]dex)

- Ki-Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. (ex; you use your Action to turn a wheel, you can use this ability to bonus action punch someone with Shell Knuckles)

-Quickened Healing:

- Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.


OKAY MAYBE I DIDNT GET TO WRITING THE USER GUIDE REMIND ME TO ANOTHER TIME IM TIRED
---[b]Ki[/b] (theres so much.)---

[b]Base Info[/b]
-[b]Ki = lvl[/b] (At lvl 4, you have 4 Ki points per long rest.)
-Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 13)

[b]Spending Ki:[/b]

-[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 [b]as a bonus action[/b](w knuckles, [b][1d8] [+3] +[2d4] [+6][/b])

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

- [b]Step of the Wind:[/b] You can spend 1 ki point to take the Dash action as a [b]bonus action[/b] on your turn, and your jump distance is doubled for the turn.

-[b]Deflect Missiles:[/b]
-Starting at 3rd level, 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.
-[b]If this damage decreases to 0, then you can redirect the projectile to an opponent within range. ([1d20+]dex)[/b]

- [b]Ki-Fueled Attack:[/b] If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a [b]bonus action [/b]before the end of the turn. (ex; you use your Action to turn a wheel, you can use this ability to bonus action punch someone with Shell Knuckles)

-[b]Quickened Healing:[/b]
- Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

---
SPELLCASTING
[+instructions]
Decapodian (Race)

________________________________

Creatue Type:Humaniod

Size:Medium

Amphibiousness: This race can breathe both air and water.

Natural Armour: Your Armour Class is 13+DEX (16)

Speed: Your Walking Speed is 20ft, while your Swimming Speed is 40ft

-Now 30ft/50ft due to Unarmoured Movement

Darkvision: In complete darkness, you have 60ft of sight

Fast Escape: Using a Bonus Action you can Disengage (use movement without proc-ing opportunity attacks) during combat.

Keen Smell:You have Advantage on Wisdom checks that rely on a sense of smell (SNIFF OUT INJUSTICE.)

________________________________

Monk (Class)

________________________________


Martial Arts:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- Your Unarmed Strikes are 1d4

- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. (For every attack with Shell Knuckles, you can add an Unarmed Strike as a bonus action)

Unarmored Movement:

-Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield

Slow Fall:

-Beginning at 4th level, 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.

________________________________

Ki (theres so much.)

________________________________

Base Info
-Ki = lvl (At lvl 4, you have 4 Ki points per long rest.)

-Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 13)

Spending Ki:

-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(w knuckles, 1d8 +3 +2d4 +6)

-Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. (The Dodge action means 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

- Step of the Wind: You can spend 1 ki point to take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

-Deflect Missiles:
-Starting at 3rd level, 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 this damage decreases to 0, then you can redirect the projectile to an opponent within range. ([1d20+]dex)

- Ki-Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. (ex; you use your Action to turn a wheel, you can use this ability to bonus action punch someone with Shell Knuckles)

-Quickened Healing:

- Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

________________________________

[b]Decapodian (Race) [/b]
________________________________

[b]Creatue Type:[/b]Humaniod
[b]Size:[/b]Medium

[b]Amphibiousness:[/b] This race can breathe both air and water.

[b]Natural Armour:[/b] Your Armour Class is 13+DEX (16)

[b]Speed:[/b] Your Walking Speed is 20ft, while your Swimming Speed is 40ft
-[b]Now 30ft/50ft due to Unarmoured Movement[/b]

[b]Darkvision:[/b] In complete darkness, you have 60ft of sight

[b]Fast Escape:[/b] Using a [b]Bonus Action[/b] you can [b]Disengage[/b] (use movement without proc-ing opportunity attacks) during combat.

[b]Keen Smell:[/b]You have Advantage on Wisdom checks that rely on a sense of smell (SNIFF OUT INJUSTICE.)
________________________________

[b]Monk (Class)[/b]
________________________________


[b]Martial Arts:[/b]
- You can [b]use Dexterity instead of Strength for the attack and damage rolls[/b] of your unarmed strikes and monk weapons.
- [b]Your Unarmed Strikes are [1d4][/b]
- [b]When you use the Attack action[/b] with an unarmed strike or a monk weapon on your turn, you can [b]make one unarmed strike as a bonus action.[/b] For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. [b](For every attack with Shell Knuckles, you can add an Unarmed Strike as a bonus action)[/b]

[b]Unarmored Movement:[/b]
-Starting at 2nd level, your [b]speed increases by 10 feet while you are not wearing armor[/b] or wielding a shield

[b]Slow Fall:[/b]
-Beginning at 4th level, 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]Ki[/b] (theres so much.)
________________________________

[b]Base Info[/b]
-[b]Ki = lvl[/b] (At lvl 4, you have 4 Ki points per long rest.)
-Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 13)

[b]Spending Ki:[/b]

-[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 [b]as a bonus action[/b](w knuckles, [b][1d8] [+3] +[2d4] [+6][/b])

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

- [b]Step of the Wind:[/b] You can spend 1 ki point to take the Dash action as a [b]bonus action[/b] on your turn, and your jump distance is doubled for the turn.

-[b]Deflect Missiles:[/b]
-Starting at 3rd level, 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.
-[b]If this damage decreases to 0, then you can redirect the projectile to an opponent within range. ([1d20+]dex)[/b]

- [b]Ki-Fueled Attack:[/b] If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a [b]bonus action [/b]before the end of the turn. (ex; you use your Action to turn a wheel, you can use this ability to bonus action punch someone with Shell Knuckles)

-[b]Quickened Healing:[/b]
- Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

________________________________
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Explorer's Pack
59
1
Shell Knuckles (monk weapon)
10
Total: 69 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Simple/Martial Weapons, Unarmed
Languages: Common, Primordial
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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