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Way of the Open Hand … Hermit (I was a pilgrim in…


CLASE & NIVEL TRASFONDO PLAYER NAME
Nedyra
Wood Elf Lawful Neutral 6500
RAZA ALINEAMIENTO PE
NOMBRE DE PERSONAJE

INSPIRACIÓN

FUERZA 17 4 45 Es una persona muy reservada, que

0
raramente habla y evita las multitudes.
3 NIFICADOR POR COMPETENC

10 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 33
3 Fuerza
DESTREZA 7 Destreza
PUNTOS DE GOLPE ACTUALES
Las emociones no deben nublar el sentido

4
1 Constitución
de lo que es correcto y verdadero.
1 Inteligencia

18 3 Sabiduría
-1 Carisma IDEALES
PUNTOS DE GOLPE TEMPORALES
CONSTITUCIÓN TIRADAS DE SALVACIÓN

1 7 Acrobacias (Des)
5 No hay nada más importante que mi orden.

13 3 T. con Animales (…
1 C. Arcano (Int) VÍNCULOS

INTELIGENCIA 0 Atletismo (Fue)

1
-1 Engaño (Car) NOMBRE ATQ DAÑO/TIPO

No es capaz de matar a nadie. Nunca ha


1 Historia (Int)
Monk Unarm… +7 1d6+4 bludg…
matado.
12 3 Perspicacia (Sab)
-1 Intimidación (Car) Quarterstaff (… +7 1d6+4 Bludg…
1 Investigación (Int) DEFECTOS
SABIDURÍA
6 Medicina (Sab) Quarterstaff (… +7 1d8+4 Bludg…

3 1
6
Naturaleza (Int)
Percepción (Sab) Dart +7 1d4+4 Piercing
Unarmored Defense
16 -1 Interpretación (Car) Martial Arts
ATAQUES Y LANZAMIENTO DE CONJUROS
-1 Persuasión (Car) Fey Ancestry
CARISMA
4 Religión (Int)
Trance

-1
5
4 Juego de Manos (…
CP SP EP GP PP Darkvision
7 Sigilo (Des)
Mask of the Wild
8 3 Supervivencia (Sab) 1 Scroll Case Stuffed Full of Notes from Your
Studies or Prayers Discovery
HABILIDADES
1 Winter Blanket Flurry of Blows
1 Quarterstaff Ki
16 SABIDURÍA PASIVA (PERCEPCIÓN)
10 Dart
Patient Defense
1 Common clothes
Step of the Wind
1 Herbalism kit
HERRAMIENTA: Herbalism Kit Unarmored Movement
1 Dungeoneer's Pack
IDIOMA: Common, Elvish, Goblin Dedicated Weapon
EQUIPAMIENTO
ARMA: Longbow, Longsword, Shortbow,
Deflect Missiles
Shortsword, Simple weapons
Ki-Fueled Attack

OTRAS COMPETENCIAS E IDIOMAS Slow Fall

Quickened Healing

Extra Attack

Stunning Strike

Focused Aim

Open Hand Technique

RASGOS Y ATRIBUTOS
NOMBRE ATQ DAÑO/TIPO Total: 5 Total:
CP SP EP GP PP
5
1 Backpack KI

1 Crowbar
1 Hammer Total: Total:
10 Piton
10 Torch
ATAQUES Y LANZAMIENTO DE CONJUROS
1 Tinderbox
10 Rations
Total: Total:
1 Waterskin
1 Hempen rope

EQUIPAMIENTO
NINGUNA 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCOS 3 0 6 0

4 0 7 0
1 0

5 0 8 0
2 0

9 0
RASGOS Y ATRIBUTOS
Unarmored Defense Mask of the Wild
Dedicated Weapon
Beginning at 1st level, while you are wearing no You can attempt to hide even when you are only
You train yourself to use a variety of weapons as
armor and not wielding a shield, your AC equals 10 lightly obscured by foliage, heavy rain, falling
monk weapons, not just simple melee weapons and
+ your Dexterity modifier + your Wisdom modifier. snow, mist, and other natural phenomena.
shortswords. Whenever you finish a short or long
Martial Arts Discovery rest, you can touch one weapon, focus your ki on it,
Your practice of martial arts gives you mastery of The quiet seclusion of your extended hermitage and then count that weapon as a monk weapon until
combat styles that use unarmed strikes and monk gave you access to a unique and powerful you use this feature again. The chosen weapon
weapons, which are shortswords and any simple discovery. The exact nature of this revelation must meet these criteria: The weapon must be a
melee weapons that don’t have the two-handed or depends on the nature of your seclusion. It might be simple or martial weapon. You must be proficient
heavy property. You gain the following benefits a great truth about the cosmos, the deities, the with it. It must lack the heavy and special
while you are unarmed or wielding only monk powerful beings of the outer planes, or the forces of properties.
weapons and you aren’t wearing armor or wielding nature. It could be a site that no one else has ever
Deflect Missiles
a shield: You can use Dexterity instead of Strength seen. You might have uncovered a fact that has long
Starting at 3rd level, you can use your reaction to
for the attack and damage rolls of your unarmed been forgotten, or unearthed some relic of the past
deflect or catch the missile when you are hit by a
strikes and monk weapons. You can roll a d6 in that could rewrite history. It might be information
ranged weapon attack. When you do so, the damage
place of the normal damage of your unarmed strike that would be damaging to the people who
you take from the att⁠ack is reduced by 1d10 + your
or monk weapon. This die changes as you gain consigned you to exile, and hence the reason for
Dexterity modifier + your monk level. If you
monk levels, as shown in the Martial Arts column your return to society. Work with your DM to
reduce the damage to 0, you can catch the missile if
of the Monk table. When you use the Attack action determine the details of your discovery and its
it is small enough for you to hold in one hand and
with an unarmed strike or a monk weapon on your impact on the campaign.
you have at least one hand free. If you catch a
turn, you can make one unarmed strike as a bonus
Flurry of Blows missile in this way, you can spend 1 ki point to
action. For example, if you take the Attack action
Immediately after you take the Attack action on make a ranged att⁠ack with the weapon or piece of
and attack with a quarterstaff, you can also make an
your turn, you can spend 1 ki point to make two ammunition you just caught, as part of the same
unarmed strike as a bonus action, assuming you
unarmed strikes as a bonus action. reaction. You make this atta⁠ck with proficiency,
haven’t already taken a bonus action this turn.
regardless of your weapon proficiencies, and the
Certain monasteries use specialized forms of the
Ki missile counts as a monk weapon for the attack.
monk weapons. For example, you might use a club
Starting at 2nd level, your training allows you to
that is two lengths of wood connected by a short
harness the mystic energy of ki. Your access to this Ki-Fueled Attack
chain (called a nunchaku) or a sickle with a shorter,
energy is represented by a number of ki points. If you spend 1 ki point or more as part of your
straighter blade (called a kama). Whatever name
Your monk level determines the number of points action on your turn, you can make one attack with
you use for a monk weapon, you can use the game
you have, as shown in the Ki Points column of the an unarmed strike or a monk weapon as a bonus
statistics provided for the weapon.
Monk table. You can spend these points to fuel action before the end of the turn.

Fey Ancestry various ki features. You start knowing three such


Slow Fall
You have advantage on saving throws against being features: Flurry of Blows, Patient Defense, and
Beginning at 4th level, you can use your reaction
charmed, and magic can’t put you to sleep. Step of the Wind. You learn more ki features as you
when you fall to reduce any falling damage you
gain levels in this class. When you spend a ki point,
take by an amount equal to five times your monk
Trance it is unavailable until you finish a short or long rest,
level.
Elves don't need to sleep. Instead, they meditate at the end of which you draw all of your expended
deeply, remaining semiconscious, for 4 hours a day. ki back into yourself. You must spend at least 30
Quickened Healing
(The Common word for such meditation is minutes of the rest meditating to regain your ki
As an action, you can spend 2 ki points and roll a
“trance.”) While meditating, you can dream after a points. Some of your ki features require your target
Martial Arts die. You regain a number of hit points
fashion; such dreams are actually mental exercises to make a saving throw to resist the feature’s
equal to the number rolled plus your proficiency
that have become reflexive through years of effects. The saving throw DC is calculated as
bonus.
practice. After resting in this way, you gain the follows: Ki save DC = 8 + your proficiency bonus
same benefit that a human does from 8 hours of + your Wisdom modifier Extra Attack
sleep. Beginning at 5th level, you can attack twice,
Patient Defense
instead of once, whenever you take the Attack
Darkvision You can spend 1 ki point to take the Dodge action
action on your turn.
Accustomed to twilit forests and the night sky, you as a bonus action on your turn.
have superior vision in dark and dim conditions. Stunning Strike
You can see in dim light within 60 feet of you as if Step of the Wind
Starting at 5th level, you can interfere with the flow
it were bright light, and in darkness as if it were You can spend 1 ki point to take the Disengage or
of ki in an opponent’s body. When you hit another
dim light. You can’t discern color in darkness, only Dash action as a bonus action on your turn, and
creature with a melee weapon attack, you can spend
shades of gray. your jump distance is doubled for the turn.
1 ki point to attempt a stunning strike. The target
must succeed on a Constitution saving throw or be
Unarmored Movement
stunned until the end of your next turn.
Starting at 2nd level, your speed increases by 10
feet while you are not wearing armor or wielding a
shield.
Focused Aim Open Hand Technique
When you miss with an attack roll, you can spend 1 Starting when you choose this tradition at 3rd level,
to 3 ki points to increase your attack roll by 2 for you can manipulate your enemy’s ki when you
each of these ki points you spend, potentially harness your own. Whenever you hit a creature
turning the miss into a hit. with one of the attacks granted by your Flurry of
Blows, you can impose one of the following effects
on that target: It must succeed on a Dexterity
saving throw or be knocked prone. It must make a
Strength saving throw. If it fails, you can push it up
to 15 feet away from you. It can’t take reactions
until the end of your next turn.
CONJUROS

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