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Monk (3) Outlander John

CLASS & LEVEL BACKGROUND PLAYER NAME


Ramp, Prince of All Orclings
Half-Orc Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +1 40/30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum


+2 Strength
DEXTERITY
+3 Dexterity

+1 +2 Constitution
-1 Intelligence CURRENT HIT POINTS IDEALS

12 +1 Wisdom
-2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
+3 Acrobatics (Dex) Total 3d8 SUCCESSES
14 +1 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +2 Athletics (Str)

-1 -2
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 60 ft.
Dart +3 1d4 + 1 piercing
8 +1 Insight (Wis)
0 Intimidation (Cha) Club +3 1d4 + 1 bludgeoning (additional features & traits on
WISDOM -1 Investigation (Int) last page)
+1 Medicine (Wis)
+1 -1 Nature (Int) - Martial Arts. Unarmed strike
12
+1 Perception (Wis) or monk weapon, melee, 1d4
-2 Performance (Cha) + 1 damage.
CHARISMA
-2 Persuasion (Cha) -Radiant Bolt - ranged 1d4 +1
-1 Religion (Int)
-2 +1 Sleight of Hand (Dex)
+3 Stealth (Dex)
6 +3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION) Piton (10)


CP Hunting trap
Waterskin
Rations (1 day) (10)
Tool Proficiencies: Bagpipes; SP 50' hemp rope
Tinderbox
Cook's Utensils Traveler's clothes
EP Hammer
Backpack
Weapon Proficiencies: Crowbar
Shortsword; Simple GP 10 Torch (10)
Staff
Trophy of animal killed
PP
Language Proficiencies: Coin pouch
Common; Goblin; Orc

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.

Martial Arts. Make an extra unarmed strike when you take Attack action.

Patient Defense. Spend 1 ki point to take the Dodge action.

Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is doubled for
the turn.

-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 + 4. If you reduce it to 0, you
can catch the missile and use it in a ranged attack as a monk weapon with range 20/60.

-----------Other Traits------------
Ki. You have 3 ki points.

Radiant Sun Bolt. Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical
radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell
attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack
and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk
levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki
point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as
part of the Attack action.

Relentless Endurance. Drop to 1 hp instead of being reduced to 0.

Savage Attacks. On critical hit, add additional damage dice roll.

Wanderer. You have an excellent memory for maps and geography, and you can always recall the general
layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water
for yourself and up to five other people each day, provided that the land offers berries, small game, water,
and so forth.

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