Está en la página 1de 4

Level 9 Human Monk, Way of Shadow 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Athena la Salvadora de los Mundos
Folk Hero
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Unarmored Defense. While you are wearing no armor and


STRENGTH Unarmored Defense (Monk) (19) 19 not wielding a shield, your AC equals 19.
PROFICIENCY BONUS +4
11
SHIELD Martial Arts. Your unarmed strike does 1d6 damage. You
AC can use Strength or Dexterity for these attacks.

N
CIE C
Ki. You have 9 Ki Points and your Ki DC is 16
+4 Strength
Y
PROFI


+0 Flurry of Blows (Ki). Immediately after you take the Attack
✘ +9 Dexterity action on your turn, you can spend 1 ki point to make two
+2 Constitution ARMOR CLASS unarmed strikes as a bonus action.
DEXTERITY
+1 Intelligence Patient Defense (Ki). You can spend 1 ki point to take the
MAXIMUM HIT DICE TEMPORARY Dodge action as a bonus action on your turn.
20 +4 Wisdom

+2 Charisma
73 9d8
Step of the Wind (Ki). You can spend 1 ki point to take the
Disengage or Dash action as a bonus action on your turn,
CONDITIONAL
and your jump distance is doubled for the turn..
+5
Unarmored Movement. Your speed increases by 15 feet
CURRENT HIT POINTS while you are not wearing armor or wielding a shield. You
gain the ability to move along vertical surfaces and across
CONSTITUTION DEATH SAVING THROWS
liquids on your turn without falling during the move.
SAVING THROWS

15 N
CIE C

+9 Acrobatics (Dex)
SPEED
45ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Monastic Tradition.
Way of Shadow. Monks of the Way of Shadow follow a
Y
PROFI


tradition that values stealth and subterfuge.
RT

EXPE

✘ +8 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +1 Arcana (Int)
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
+0 Athletics (Str)
attack is reduced by 1d10+14.
INTELLIGENCE +2 Deception (Cha)
Slow Fall (Reaction). Use your reaction when you fall to

12 +1 History (Int)
+4 Insight (Wis)
reduce any falling damage you take by 45.

Extra Attack. You can attack twice, instead of once,


+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS whenever you take the Attack action on your turn.
+1 +1 Investigation (Int) Stunning Strike (Ki). When you hit another creature with a
1 Frost Brand melee weapon attack, you can spend 1 ki point to attempt
+4 Medicine (Wis) a stunning strike. The target must succeed on a
WISDOM Constitution saving throw or be stunned until the end of
+1 Nature (Int)
your next turn.

18 +4 Perception (Wis)
+2 Performance (Cha)
Ki-Empowered Strikes. Your unarmed strikes count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
+2 Persuasion (Cha)
+4 +1 Religion (Int) Evasion. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
+5 Sleight of Hand (Dex) damage, you instead take no damage if you succeed on the
CHARISMA saving throw, and only half damage if you fail.
✘ +9 Stealth (Dex)

15
Stillness of Mind. You can use your action to end one effect
✘ +8 Survival (Wis)
on yourself that is causing you to be charmed or frightened.
SKILLS
Shadow Arts. As an action, you can spend 2 ki points to cast
darkness, darkvision, pass without trace, or silence, without
+2 14 PASSIVE PERCEPTION providing material components. Additionally, you gain the
minor illusion cantrip if you don’t already know it.

ADVANTAGE
CP SP EP GP PP WEIGHT Shadow Step. When you are in dim light or darkness, as a
0 0 0 0 0 2,0 lb. bonus action you can teleport up to 60 feet to an
INITIATIVE +5 2 Attacks / Attack Action EQUIPMENT
unoccupied space you can see that is also in dim light or
darkness. You then have advantage on the first melee
attack you make before the end of the turn.
NAME RANGE ATTACK DAMAGE / TYPE
Frost Brand 5 ft +9 vs AC 1d6 + 5 piercing
Finesse, Light
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Simple Weapons, Shortsword

Tool Proficiencies. Vehicles land, Dulcimer, Cartographer’s


tools

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Athena la Salvadora de los Mundos
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Minor Illusion
Illusion Cantrip

CASTING TIME 1 action


RANGE 30 feet
DURATION 1 minute
COMPONENTS S, M (a bit of fleece)

You create a sound or an image of an object within range that lasts


for the duration. The illusion also ends if you dismiss it as an action or
cast this spell again. If you create a sound, its volume can range from
a whisper to a scream. It can be your voice, someone else’s voice, a
lion’s roar, a beating of drums, or any other sound you choose. The
sound continues unabated throughout the duration, or you can make
discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Shadow Arts (Monk) Player’s Handbook


Frost Brand
Weapons

When you hit with an attack using this magic sword, the
target takes an extra 1d6 cold damage. In addition, while
you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a
10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all
nonmagical flames within 30 feet of you. This property can
be used no more than once per hour.

2 lb. Dungeon Master’s Guide

También podría gustarte