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Jhortigunt

3 Level (0/2700 XP for level-up) Outlander Background Lizardfolk Race / Species / Heritage They/Them Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
17
+3
DEX
17
+3
CON
15
+2
INT
10
+0
WIS
14
+2
CHA
10
+0
24
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
3 / 3
Ki Points
1 / 1
Hungry Jaws
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+0 Deception CHA
+0 History INT
+2 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
martial arts +5 DEX 1d4+3 bludgeoning
bite +5 STR 1d6+3 piercing
shortsword +5 DEX 1d6+3 slashing
Attacks

Spell Book

Lizardfolk:
  • Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

  • Outlander:
  • 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.

  • Monk:
  • Unarmored Defense. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • Unarmored Movement. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
  • Martial Arts. At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • Ki. Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You can spend these points to fuel various ki features. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
  • 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 a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

  • Ascendant Dragon Tradition:
  • Draconic Disciple. At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
  • Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
  • Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
  • Breath of the Dragon. At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

  • Features & Traits
    Weapons:
  • a shortsword
  • a dagger
  • 10 darts
  • a walking stick
  • Gear:
  • an explorer's pack
  • a hunting trap
  • a dragon's tooth necklace
  • a set of traveler's clothes

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Speaks Common, Draconic, Giant, and Goblin.
    Proficient with a hand drum.
    Not proficient with any armor.
    Proficient with simple weapons and shortswords.

    Languages & Proficiencies
    I'm driven by a wanderlust that led me away from home.

    Personality Traits
    Life is like the seasons, in constant change, and we must change with it.

    Ideals
    I will bring terrible wrath down on the evildoers who destroyed my homeland.

    Bonds
    Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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