5e Four Elements Monk LVL 13

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Monk (Four Elements) 13th Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Sag Hag
Tortle Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
I was exiled for a crime I did not commit.
STRENGTH
19 +4 30 Traits

12 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Ive been isolated so long that I rarely speak.

I am utterly serene, even in the face of disaster

+1 PERSONALITY TRAITS

Hit Point Maximum 94


● +5
Strength Live and Let Live.
DEXTERITY

16



+9

+2
Dexterity
Constitution
94 Meddling in the affairs of others
causes nothing but trouble.
CURRENT HIT POINTS IDEALS
-1
Intelligence
+3 +4
Wisdom
I entered seclusion to hide from the
+1
Charisma ones that might still be hunting me. I
CONSTITUTION SAVING THROWS must someday confront them.
TEMPORARY HIT POINTS BONDS

14


+9
Acrobatics (Dex) Total 13 SUCCESSES I like keeping secrets and will not
+2 share them with anyone.

+4
Animal Handling (Wis) 1d8 FAILURES

-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)

8

+1

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense
-AC = 10+Wis+Dex Mods when not wearing armor.
Quarterstaf +9 +4 1d8
Insight (Wis)
Martial Arts
-1 +4
-Monk Weapons are shortswords, and any simple melee weapon that isn't 2 handed or
heavy.

+1
Intimidation (Cha) Dagger +9 +4 1d8 -Can use Dex instead of Strength for Monk Weapons and Unarmed Strikes.
-Can use 1d8 for Monk Weapons and Unarmed Strikes.
-Can attack as a bonus action using an Unarmed Strike if you attacked with an Unarmed

Investigation (Int)
Strike or Monk Weapon.
WISDOM -1

10 x Darts +9 +4 1d6 Ki

Medicine (Wis)
● +9 -Ki Points: 13

18 ●

+4
Nature (Int) Quarterstaff, 2lb, Finesse, Light
-Ki Save DC: 8 + Prof + Wis Mod.
-Flurry of Blows: Spend 1 ki point to attack with 2 Unarmed Strikes as a bonus action.
-Paitient Defense: Spend 1 ki point to use Dodge as a bonus action.
-Step of the Wind: Spend 1 ki point to Dash as a bonus action.

Perception (Wis)
● +9 Unarmored Movement

+4 -Movement Speed +20 when not wearing armor.


Dagger, Piercing, 1 lb, Finesse, -Can scale walls and cross water without penalty.

+1
Performance (Cha) Deflect Missiles
Light, 20/60 Range -When hit by a ranged weapon attack, You can use your reaction to reduce damage by

Persuasion (Cha)
+1 1d10 + Dex Mod + Monk Level. If the damage is reduced to 0, you can spend 1 ki point,

CHARISMA and during the same reaction, make a ranged weapon attack against a creature. For the
attack, the item counts as a monk weapon.

+4
Religion (Int) Darts, 1/4 lb. Finesse, 20/60 Range Slow Fall

12 +4
Sleight of Hand (Dex)
-When falling, you can use your reaction to reduce damage by 5x Monk Level.

Extra Attack
-You attack twice when you take the attack action.
Armor, Wearing None

+9
Stealth (Dex) Stunning Strike
-When you hit an creature with an unarmed strike, you can have them roll a CON saving
+1 throw. On a fail, they are stunned until the end of your next turn.
+4
Survival (Wis) Ki Empowered Strikes
-Your unarmed strikes are considered magical for resistances and immunity.
SKILLS ATTACKS & SPELLCASTING Evasion
-When subjected to a DEX saving throw to take half damage, on a fail, you take half, and
on a success, you take none.

Stillness of the Mind

19 PASSIVE WISDOM (PERCEPTION) Backpack


-You can use an action to end 1 effect of either Charmed or Frightened.

CP Purity of the Body


-You are immune to Poison and Disease.
Bedroll
Tongue of Sun and Moon
-Can understand any spoken language, and any creature can understand you, if they know
Mess Kit 1 language
Common, Aquan, Gnomish SP
Monastic Tradition: Way of Four Elements
Tinder Box
Casting Elemental Spells
-Can spend 5 ki points maximum on a Spell.
10 x Torches
Simple Weapons and Shortswords EP Elemental Disciplines:
-Sweeping Cinder Strike: You can spend 2 ki points to cast Burning Hands
10 x Rations -Fist of Unbroken Air: Spend 2 ki points and fire compressed air at a creature within 30 feet
of you. That creature must succeed a STR saving throw. On a fail, they take 3d10
No Armor Proficiency Waterskin
buldgeoning damage and are pushed back up to 15 feet away. On a success, they take
GP 7000 half damage and aren't pushed back. Add 1d10 for each additional ki point added.
-Gong of the Summit: You can spend 3 ki points to cast Shatter.
-Flames of the Phoenix: You can spend 4 ki points to cast Fireball
50 Feet Hemp Rope
Flute Proficiency
Herbalism Kit
PP
Scroll Case w/ notes
Herbalism Kit Proficiency
Winter Blanket

Common Clothes

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
35 5'7 400
AGE HEIGHT WEIGHT
Sag Hag
Yellow Green Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing
damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater
for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample
protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from
wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have
advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you
have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to
emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Common and Aquan.
Feat(s)
Athlete- +1 DEX, Standing up from prone only takes 5 Speed, Climbing doesn't halve speed, and you can make a running jump
after 5 feet instead of 10.
Ability Score Improvement(s)
Lvl 4- +2 WIS
Lvl 8- +2 WIS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ki Save DC = 17

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.

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