Вы находитесь на странице: 1из 1

CLASS & LEVEL

BACKGROUND

PLAYER NAME

ALIGNMENT

EXPERIENCE POINTS

Wood Elf
RACE

CHARACTER NAME

INSPIRATION

STRENGTH

10

19
+3

50

ARMOR
CLASS

PROFICIENCY BONUS

INITIATIVE

SPEED
PERSONALITY TRAITS

+0
DEXTERITY

Strength

Dexterity

Constitution

-1

Intelligence

Wisdom

Charisma

20
+5
CONSTITUTION

Hit Point Maximum

SAVING THROWS

14

+2

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

Insight (Wis)

Intimidation (Cha)

WISDOM

Investigation (Int)

19

Medicine (Wis)

Nature (Int)

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

INTELLIGENCE

8
-1

+4
CHARISMA

10

+0

IDEALS

TEMPORARY HIT POINTS

BONDS

Total

SUCCESSES
FAILURES
HIT DICE

NAME

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

Darkvision. Accustomed to twilit forests and the night


sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet o f you as if it
were bright light, and in darkness as if it w ere dim light.
You cant discern color in darkness, only shades o f
gray.

Glave

Fey Ancestry. You have advantage on saving throws


against being charmed, and magic cant put you to
sleep.
Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena.
Martial Arts dice - 1D6
Ki - 8

SKILLS

14

CURRENT HIT POINTS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)

Flurry of Blows
Immediately after you take the Attack action on your
turn, you can spend 1 ki point to make two unarmed
strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a
bonus action on your turn.
Step of the Wind
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 doubled for the turn.

CP

Deflect Missiles
Starting at 3rd level, 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 attack is reduced by 1d10 + your Dexterity
modifier + your monk level.

SP

EP

Stunning Strike
Starting at 5th level, you can interfere with the flow of
ki in an opponents body. When you hit another creature
with a melee weapon attack, you can spend 1 ki point to
attempt a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.

GP

PP

All attacks magical with Glave + Unarmed

OTHER PROFICIENCIES & LANGUAGES

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

FEATURES & TRAITS

Вам также может понравиться