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Way of the Open Hand Mon… Eremita  


CLASSE & LIVELLO STORIA PLAYER NAME
Opale
Linxis (leopardo azzurro)
RAZZA ALLINEAMENTO PUNTI ESPERIENZA
NOME DEL PERSONAGGIO

ISPIRAZIONE
FORZA Vita comunitaria. Ha pochi amici Sereno anche
15 3 24
1
di fronte al disastro

3 BONUS DI COMPETENZA

12 TRATTI CARATTERIALI

Punti Ferita Massimi 50


DESTREZZA 4 Forza

3
6 Destrezza Bene superiore
PUNTI FERITA ATTUALI
3 Costituzione
-1 Intelligenza
16
3 Saggezza
IDEALI
-1 Carisma
COSTITUZIONE
PUNTI FERITA TEMPORANEI
TIRI SALVEZZA

3 6
Gli altri monaci del monastero

16 6 Acrobazia (Des)
3 Addestrare Animali (S…
-1 LEGAMI
INTELLIGENZA Arcano (int)

-1
4 Atletica (For)
-1 Inganno (Car)
NOME ATT DANNO / TIPO
Ha dei segreti che tieni solo per te
-1 Storia (Int)
8 6 Intuizione (Sag) Monk Unarmed… +6 1d6+3 bludgeo…
-1 Intimidire (Car)
SAGGEZZA
-1 Indagare (Int) Shortsword +6 1d6+3 Piercing DIFETTI

3
6 Medicina (Sag)
-1 Natura (int) Artigliata +6 1d6+3 Tagliente
3 Percezione (Sag)
16 Unarmored Defense
-1 Intrattenere (Car) ATTACCHI & INCANTESIMI

-1 Persuasione (Car) Martial Arts


CARISMA
2 Religione (Int) Artigli
7 3 9

-1 3

6
Rapidità di Mano (Des)

Furtività (Des)
CP SP EP GP PP Passo Felpato

Scurovisione migliorata
8 3 Sopravvivenza (Sag) 1 10 Darts
Udito sopraffino
1 Shortsword
ABILITÀ Vista acuta
1 Explorer's Pack
1 Backpack Scoperta

13 SAGGEZZA (PERCEZIONE) PASSIVA 1 Bedroll Flurry of Blows


1 Mess Kit Ki
1 Tinderbox
Patient Defense
LINGUAGGIO: Draconic, Sylvan EQUIPAGGIAMENTO
Step of the Wind
ARMA: Shortsword, Simple weapons
Unarmored Movement
ALTRE COMPETENZE & LINGUAGGI
Deflect Missiles

Open Hand Technique

Slow Fall

Extra Attack

Stunning Strike

Ki-Empowered Strikes

Wholeness of Body

PRIVILEGI & TRATTI


NOME ATT DANNO / TIPO
Totale: 6 Totale:
CP SP EP GP PP

6
10 Torch KI

10 Rations
1 Waterskin
Totale: Totale:
1 Hempen rope

ATTACCHI & INCANTESIMI

Totale: Totale:

EQUIPAGGIAMENTO
NULLA 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCCHETTI 3 0 6 0

4 0 7 0
1 0

5 0 8 0
2 0

9 0
PRIVILEGI & TRATTI
Unarmored Defense Scoperta Deflect Missiles
Beginning at 1st level, while you are wearing no armor and L'eremita ha avuto una rivelazione durante il suo meditare Starting at 3rd level, you can use your reaction to deflect or
not wielding a shield, your AC equals 10 + your Dexterity catch the missile when you are hit by a ranged weapon
modifier + your Wisdom modifier. Flurry of Blows attack. When you do so, the damage you take from the
Immediately after you take the Attack action on your turn, attack is reduced by 1d10 + your Dexterity modifier + your
Martial Arts you can spend 1 ki point to make two unarmed strikes as a monk level. If you reduce the damage to 0, you can catch
Your practice of martial arts gives you mastery of combat bonus action. the missile if it is small enough for you to hold in one hand
styles that use unarmed strikes and monk weapons, which and you have at least one hand free. If you catch a missile
are shortswords and any simple melee weapons that don’t Ki
in this way, you can spend 1 ki point to make a ranged
have the two-handed or heavy property. You gain the Starting at 2nd level, your training allows you to harness
attack with the weapon or piece of ammunition you just
following benefits while you are unarmed or wielding only the mystic energy of ki. Your access to this energy is
caught, as part of the same reaction. You make this attack
monk weapons and you aren’t wearing armor or wielding a represented by a number of ki points. Your monk level
with proficiency, regardless of your weapon proficiencies,
shield: You can use Dexterity instead of Strength for the determines the number of points you have, as shown in the
and the missile counts as a monk weapon for the attack.
attack and damage rolls of your unarmed strikes and monk Ki Points column of the Monk table. You can spend these

weapons. You can roll a d6 in place of the normal damage points to fuel various ki features. You start knowing three Open Hand Technique
of your unarmed strike or monk weapon. This die changes such features: Flurry of Blows, Patient Defense, and Step Starting when you choose this tradition at 3rd level, you
as you gain monk levels, as shown in the Martial Arts of the Wind. You learn more ki features as you gain levels can manipulate your enemy’s ki when you harness your
column of the Monk table. When you use the Attack action in this class. When you spend a ki point, it is unavailable own. Whenever you hit a creature with one of the attacks
with an unarmed strike or a monk weapon on your turn, until you finish a short or long rest, at the end of which you granted by your Flurry of Blows, you can impose one of
you can make one unarmed strike as a bonus action. For draw all of your expended ki back into yourself. You must the following effects on that target: It must succeed on a
example, if you take the Attack action and attack with a spend at least 30 minutes of the rest meditating to regain Dexterity saving throw or be knocked prone. It must make
quarterstaff, you can also make an unarmed strike as a your ki points. Some of your ki features require your target a Strength saving throw. If it fails, you can push it up to 15
bonus action, assuming you haven’t already taken a bonus to make a saving throw to resist the feature’s effects. The feet away from you. It can’t take reactions until the end of
action this turn. Certain monasteries use specialized forms saving throw DC is calculated as follows: Ki save DC = 8 your next turn.
of the monk weapons. For example, you might use a club + your proficiency bonus + your Wisdom modifier

that is two lengths of wood connected by a short chain Slow Fall


Patient Defense Beginning at 4th level, you can use your reaction when you
(called a nunchaku) or a sickle with a shorter, straighter
You can spend 1 ki point to take the Dodge action as a fall to reduce any falling damage you take by an amount
blade (called a kama). Whatever name you use for a monk
bonus action on your turn. equal to five times your monk level.
weapon, you can use the game statistics provided for the
weapon.
Step of the Wind Extra Attack
You can spend 1 ki point to take the Disengage or Dash Beginning at 5th level, you can attack twice, instead of
Artigli
action as a bonus action on your turn, and your jump once, whenever you take the Attack action on your turn.
Un lynxis disarmato può attaccare con gli artigli
distance is doubled for the turn.
infliggendo 1d6+des danni
Stunning Strike
Unarmored Movement Starting at 5th level, you can interfere with the flow of ki in
Passo Felpato
Starting at 6th level, your speed increases by 15 feet while an opponent’s body. When you hit another creature with a
Se non subisce Svantaggio, un Felide ha Vantaggio alle
you are not wearing armor or wielding a shield. melee weapon attack, you can spend 1 ki point to attempt a
prove di Furtivit`a per muoversi silenziosamente se non
indossa un’armatura pesante. stunning strike. The target must succeed on a Constitution
saving throw or be stunned until the end of your next turn.
Scurovisione migliorata
Un Lynxis è in grado di vedere al buio fino a 36 m. Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical
Udito sopraffino for the purpose of overcoming resistance and immunity to
Dispone di Vantaggio alle prove di Percezione basate nonmagical attacks and damage.
sull’udito.
Wholeness of Body
Vista acuta At 6th level, you gain the ability to heal yourself. As an
Dispone di vantaggio nelle prove di Percezione basate sulla action, you can regain hit points equal to three times your
vista monk level. You must finish a long rest before you can use
this feature again.
INCANTESIMI

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