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Pledge

6 Level (0/23000 XP for level-up) Hermit Background Tiefling Race / Species / Heritage Neutral Good Alignment
Monk
Level 6
Hit Dice: 3/6
1d8+2 Class 1

STR
9
-1
DEX
20
+5
CON
14
+2
INT
11
+0
WIS
16
+3
CHA
13
+1
45
Hit Points
+10
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
55ft
Speed (walk/run/fly)
6 / 6
Ki
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+8 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+1 Deception CHA
+0 History INT
+3 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+6 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +8 DEX 1d8+5 Bludgeoning
Attacks
Mobile:
+10 movement speed, you do not incite opportunity attacks, you can dash on difficult terrain.

Martial Arts:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, as well as for grapples and shoves.
You can roll a d6 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.
You can make one unarmed strike as a bonus action.

Slow Fall:
You can use your reaction to reduce falling damage by 5 times your monk level.

Monk's Focus:
You gain ki points equal to your monk level and gain the following 3 abilities:
Flurry of Blows: Spend 1 ki point to make two unarmed attacks.
Patient Defense: Disengage as a bonus action and spend 1 ki point to also dodge.
Step of the Wind: Dash a bonus action and spend 1 ki point to also disengage and double your jump distance.

Uncanny Metabolism:
When rolling initiative, once per long rest, you may recover all Ki points. When you do this, roll your monk die and regain that much health plus your monk level.

Unarmed Strike:
Can be an attack, shove, or grapple. Grapples and shoves can use dexterity instead of strength.

Deflect Attacks:
If you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by 1d10 + dexterity + your monk level. If damage falls below 0, you can spend a Ki point to redirect it. Target a creature within 5ft (melee) or 60ft (ranged) and force them to make a dexterity save. On a fail, they take damage equal to two martial arts dice + dexterity.

Stunning Strike:
Once per turn, spend 1 Ki point to stunning strike. On a hit, target must succeed a constitution saving throw or become stunned until the start of your next turn. On a success, their speed is halved and then next attack against them has advantage.

Empowered Strike:
You may choose to deal force damage instead of bludgeoning damage for unarmed strike.

Shadow Arts:
You can spend 1 Ki point to cast darkness, which you can move for free up to 60ft in any direction. You can spend 1 Ki point to cast silence. Darkvision increases by 60ft.

Shadow Step:
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Features & Traits
Quarterstaff, 10 darts, explorer's pack



Cloak of Elvenkind, Cap of Disguise, Deadman's Notebook
11 gold, 99 silver, 10 copper

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1, Platinum: 0 Money
Proficiencies: simple weapons, shortswords, painter's supplies

Languages: Common, Infernal

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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