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Monk 7 Outlander Svan

class & Level Background Player Name


Pang Lu - Sin Vjetra
Human Neutral
character name race Alignment Experience Points

Inspiration
Strength
16 +3 45
+1 Armor
Class
+3 Proficiency bonus Initiative Speed

13 Personality Traits

Hit Point Maximum 60


+4 Strength
dexterity +6
Dexterity

+3 +2 Constitution
+1 Current hit points Ideals
Intelligence
16 +3 Wisdom
-1 Charisma
constitution saving throws
Temporary hit points Bonds
+2
+6 Acrobatics (Dex) Total 1d8 Successes
14 +3 Animal Handling (Wis) Failures
+1 Arcana (Int)
Hit Dice Death saves Flaws
intelligence +4 Athletics (Str)
-1
+1 Deception (Cha)
Name Atk Bonus Damage/type Flurry of Blows
+1 History (Int) Immediately after you take the Attack action on your turn, you
+3 Insight (Wis)
zmajev uto +6 1d6+4 can spend 1 ki point to make two unarmed strikes as a bonus
12 action.
-------------------------------------------------------------------------------------
-1 Intimidation (Cha) uriken +6 1d6+3 40/100 Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus
wisdom +1 Investigation (Int) action on your turn.
+3 Medicine (Wis)
lanac +6 2d4+3 -------------------------------------------------------------------------------------
Step of the Wind
+3 +1 Nature (Int) aka uto +6 1d6+3 You can spend 1 ki point to take the Disengage or Dash action
as a bonus action on your turn, and your jump distance is
+3 Perception (Wis) bumerang +6 1d6+3 30/80 doubled for the turn.
-------------------------------------------------------------------------------------
16 Extra Attack
-1 Performance (Cha) -------------------------------------------------------------------------------------
Stunning Strike
-1 Persuasion (Cha) Starting at 5th level, you can interfere with the flow of ki in an
charisma opponent's body. When you hit another creature with a melee
+1 Religion (Int) weapon attack, you can spend 1 ki point to attempt a stunning
-1 +3 Sleight of Hand (Dex)
strike. The target must succeed on a Constitution saving throw
or be stunned until the end of your next turn.
+6 Stealth (Dex) ****************************************** -------------------------------------------------------------------------------------
Ki-Empowered Strikes
9 +6 Survival (Wis) KI -------------------------------------------------------------------------------------
Evasion
DC 14 When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead
SKILLS Attacks & Spellcasting take no damage if you succeed on the saving throw, and only
half damage if you fail.
-------------------------------------------------------------------------------------
armOr SHIELD: AC Stillness of Mind
13 Passive wisdom (Perception)
Starting at 7th level, you can use your action to end one effect
CP on yourself that is causing you to be charmed or frightened.

************************************************************************
Herbalism Kit sP

Staff Flute
eP

common, elvish
gP

pP

Other proficiencies & languages Equipment Features & Traits

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
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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