Monk level 9 Urchin
CLASS & LEVEL BACKGROUND PLAYER NAME
Basher
Kenku Neutral good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
20 +4 55
6 4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-2 PERSONALITY TRAITS
Hit Point Maximum 75
● +2
Strength
DEXTERITY ●
+8
Dexterity
18 +3
Constitution
CURRENT HIT POINTS IDEALS
0
Intelligence
+4 +4
Wisdom
0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
●
Acrobatics (Dex) Total SUCCESSES
+3 ●
Animal Handling (Wis) FAILURES
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)
10 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
- Expert Duplication. When you copy writing or craftwork produced by yourself
or someone else, you have advantage on any abi lity checks you make to
Triple staff +1 +9 1d6 + 5 produce an exact duplicate.
0 ●
Insight (Wis) - Kenku Recall: When you make an ability check using any skill in which you
have proficiency, you can give yourself advantage on the check before rolling
Intimidation (Cha) Flurry of Blows: +9 1d6 + 5 the d20. You can give yourself advantage in this way a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a
WISDOM Investigation (Int) long rest.
- Mimicry. You can accurately mimic sounds you have heard, including voices. A
●
Medicine (Wis)
18 Nature (Int)
creature that hears the sounds you make can tell they are imitations only with a
successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus+
your Charisma modifier.
- Unarmored Defense: Beginning at 1st level, while you are wearing no armor
+4
●
Perception (Wis) and not wielding a shield, your AC equals 10 + your Dexterity modifier + your
Wisdom modifier.
Performance (Cha) - Ki: Ki save DC = 18
• Flurry of Blows: Immediately after you take the Attack action on your turn, you
CHARISMA Persuasion (Cha) 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.
Religion (Int) • Step of the Wind: You can spend 1 ki point to take the Disengage or Dash
10 ●
Sleight of Hand (Dex)
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
●
Stealth (Dex) 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
0
Survival (Wis)
● 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 a
SKILLS ATTACKS & SPELLCASTING range of 20/60 using 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.
18 PASSIVE WISDOM (PERCEPTION) - Ki-Fueled Attack: Also at 3rd level, if you spend 1 ki point or more as part of
CP 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.
- 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
SP level.
Proficiencies
- Focused Aim: Also at 5th level, when you miss with an attack roll, you can
- Armor: None spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points
you spend, potentially turning the miss into a hit.
- Weapons: Simple weapons, EP
- Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as
shortswords magical for the purpose of overcoming resistance and immunity to nonmagical
attacks and damage.
- Tools: Herbalism kit, vehicles (land) GP - Evasion: At 7th level, your instinctive agility lets you dodge out of the way of
certain area effects, such as a blue dragon's lightning breath or a fireball spell.
When you are subjected to an effect that allows you to make a Dexterity saving
Languages: Common, Celestial. 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.
PP
- Stillness of Mind: Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charmed or frightened.
Ki pool: / 9
Ki DC: 18
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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34 1.6m 40k
AGE HEIGHT WEIGHT
Basher
Black Black Black
CHARACTER NAME EYES SKIN HAIR
NAME
Los protectores de los pobres
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
FEATS
- Sentinel: You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures within 5 feet o f you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can
use your reaction to make a melee weapon attack against the attacking creature.
- Mobile: You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn,
whether you hit or not.
WAY OF MERCY
- HAND OF HEALING (3rd-level Way of Mercy feature): Your mystical touch can mend wounds. As an action, you can spend 1 ki point
to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point
for the healing.
- HAND OF HARM (3rd-level Way of Mercy feature): You use your ki to inflict wounds. When you hit a creature with an unarmed strike,
you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use
this feature only once per turn.
- PHYSICIAN'S TOUCH (6th-leveel Way of Mercy feature): You can administer even greater cures with a touch, and if you feel it's
necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature:
blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
ADDITIONAL FEATURES & TRAITS
- Bracers of Defense
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
- Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity
and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a
weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition,
your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
- Dragonhide Belt +2
Wondrous Item, rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a + 2 bonus to the saving throw DCs of your ki features. In
addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next
dawn.
CHARACTER BACKSTORY TREASURE
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.