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INSPIRATION
STRENGTH
12 Despite my noble birth, I do not
+4 ARMOR
30 place myself above other folk.
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED We all have the same blood.
18 PERSONALITY TRAITS
+1 +1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
●
+3
History (Int) Bulky Build: your weight, width and
Shortsword +6 1d6 piercing
12 ●
+1
Insight (Wis) girth make normal furnishings, doors,
+1
Intimidation (Cha) Darts +5 1d4 piercing gates and mounts mostly unusable.
WISDOM +1
Investigation (Int)
Unarmed +6 1d10 bldg. Great Weapons Ease: Ogres can
-1
Medicine (Wis)
-1 +1
Nature (Int) Darts, ranged, thrown. Range: 20/60ft.
easily wield two handed or great
weapons in only one hand.
8 -1
Perception (Wis)
+1
Performance (Cha)
Unarmed strength: 1d10 damage die Great Strength: Ogre's great strength
due to Ogre race. gives them advantage on all Strength
●
+3
Persuasion (Cha)
CHARISMA based checks.
+1
Religion (Int)
+1 +3
Sleight of Hand (Dex) Unarmored Defense: while you are
+3
Stealth (Dex) wearing no armor and not wielding a
12 shield, your AC equals 10 + your
-1
Survival (Wis)
Dexterity modifier + your Wisdom
SKILLS ATTACKS & SPELLCASTING modifier.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
34 8 ft 6 in 800 lbs.
AGE HEIGHT WEIGHT
Fiona
Blue Green Red pigtails
CHARACTER NAME EYES SKIN HAIR
Ki: earn Ki points (3 points at lvl. 3) to channel mystic energy called "ki". Spend ki points on learned monk features
such as Flurry of Blows, Patient Defense and Step of the Wind. You learn more features as you gain levels. During
short or long rests you need to meditate for 30 minutes of the rest to regain your ki.
When needed, Ki saving throws = 8 + prof. bonus + Wis. mod.
- 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.
Deflect Missiles: 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.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have
at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the
weapon or piece of ammunition you just caught, as part of the same reaction, with 20/60ft range.
Position of Privilege: You are welcome in high society, and people assume you have the right to be wherever you are.
The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth
treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
*Siren's Tiara: whilst wearing this tiara, once per long rest you can
activate its magical ability as a bonus action while performing a song
(5 minutes). You get advantage on Performance checks for the
duration and when you hit the Shrill Notes, you do 1d4 damage to
creature of your choice that you can see. The Shrill Notes feature can
be used up to 3 times per performance.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
WIS 9 -1
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
Sanctuary
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.