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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Saonnu Sunchoz
Character Name
Monk 3
Class & Level
Hermit
Background
Half-Elf
Race
Neutral
Alignment
900
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
11
+
1
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+1
13
12
+
1
(Race)
INTELLIGENCE
+0
10
9
+
1
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
+0
10
9
+
1
(Race)
ARMOR CLASS
15
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
40ft
HIT POINTS
Max:
21
TEMP HP
POINT BUY
25
Picture URL:
0
Token URL:
3 +3
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Martial Arts+51d4+3 bludgeoning%3%
Dart+5 20ft1d4+4 piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
10
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
Half-Elf traits:
Darkvision (60ft)

Fey Ancestry (vs. charm, no sleep)

Monk class features:

Unarmored defense (dex+wis to AC)

Martial Arts (1d4 bonus attack after martial arts attack)

Deflect Missiles: Reaction to deflect/catch missile. reduce dmg by 1d10+dex+level. If reduced to 0, may catch and throw back w/ 1 ki point at 20/60 range)

Ki: 4 points, refresh on rest

Ki save DC: 13

1 Ki point:

Flurry of blows: 2x unarmed attack as bonus instead of 1x.

Patient Defense: Use dodge as bonus action.

Step of the wind: Disengage/dash as a bonus action, can jump 2x normal jump distance.

Monastic Tradition - Way of the Open Hand:

Open Hand Technique - If successful w/ Flurry of Blows, choose one:

- Dex save or knocked prone
- Str save or push up to 15ft

- Can't reaction until next turn

Hermit features:

Discovery (great secret)

Half-Elf traits:
Darkvision (60ft)
Fey Ancestry (vs. charm, no sleep)

Monk class features:

Unarmored defense (dex+wis to AC)

Martial Arts (1d4 bonus attack after martial arts attack)

Deflect Missiles: Reaction to deflect/catch missile. reduce dmg by 1d10+dex+level. If reduced to 0, may catch and throw back w/ 1 ki point at 20/60 range)

Ki: 4 points, refresh on rest

Ki save DC: 13

1 Ki point:

Flurry of blows: 2x unarmed attack as bonus instead of 1x.

Patient Defense: Use dodge as bonus action.

Step of the wind: Disengage/dash as a bonus action, can jump 2x normal jump distance.

Monastic Tradition - Way of the Open Hand:

Open Hand Technique - If successful w/ Flurry of Blows, choose one:

- Dex save or knocked prone
- Str save or push up to 15ft
- Can't reaction until next turn

Hermit features:

Discovery (great secret)
FEATURES & TRAITS
3d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Carried Gear: ten (10) darts, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of notes from your studies or prayers, a winter blanket.

Lifting and Carrying: 180 lbs. max. carrying capacity; 360 lbs. pushing or dragging (speed -5 ft.); 360 lbs. max. lift.
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
Coins & Gems: 2 gold pieces (gp); 52 silver pieces (sp); 58 copper pieces (cp); 4 gems (worth 10 gp each)
WEALTH
Armor: none

Weapons: simple weapons, shortsword

Tools: herbalism kit, flute (musical
instrument)

Saving Throws: Strength, Dexterity

Skills: Acroba cs, Athle cs, History, Medicine, Religion, Stealth

Languages: Common, Elvish, Gnomish, Orc
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO
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