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Fluffy Hobblefoot

15 Level (0/195000 XP for level-up) Criminal / Spy Background Harengon Race / Species / Heritage Lawful Neutral Alignment
Monk
Level 10
Hit Dice: 10/10
1d8+4 Class 1
Rogue
Level 5
Hit Dice: 5/5
1d8+4 Class 2

STR
20
+5
DEX
20
+5
CON
18
+4
INT
12
+1
WIS
13
+1
CHA
11
+0
138
Hit Points
+10
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
50
Speed (walk/run/fly)
10 / 10
ki
+10 Expertise Bonus
+5 Proficiency Bonus
+10 Strength
+10 Dexterity
+4 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+15 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+5 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+10 Sleight of Hand DEX
+17 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +10 STR 1d6+5 bludgeoning
Flurry of Blows +10 STR 1d6+5 bludgeoning
Attacks
Monk Features
Hit PointsPHB, pg. 77
ProficienciesPHB, pg. 77
Acrobatics
Stealth
No Choice Made
Unarmored DefensePHB, pg. 78
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.

Martial Artsd6PHB, pg. 78
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Unarmed Strike: 1 Bonus Action
KiPHB, pg. 78
You can spend Ki Points to fuel ki features. You have 9 points per short rest and your Ki save DC is 14.

Flurry of Blows - 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.

Ki Points: (No Action)
Uses:
9
/
Short Rest
Current:

9

Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
Unarmored MovementPHB, pg. 78
Your speed increases by 15 feet while you are not wearing armor or wielding a shield.

Monastic TraditionPHB, pg. 78
Way of Shadow
Deflect MissilesPHB, pg. 78
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 +14. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.

Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
Shadow ArtsPHB, pg. 80
You gain the minor illusion cantrip if you don’t already know it. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components.

Shadow Arts: 1 Action
Minor Illusion(Cantrip)
Darkness(2nd)
Darkvision(2nd)
Pass without Trace(2nd)
Silence(2nd)
Ability Score ImprovementPHB, pg. 78
Ability Score Improvement
Strength Score
Dexterity Score
Slow FallPHB, pg. 78
You can use your reaction when you fall to reduce any falling damage you take by 45.

Slow Fall: 1 Reaction
Extra AttackPHB, pg. 79
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning StrikePHB, pg. 79
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 14).

Stunning Strike: (No Action)
Ki-Empowered StrikesPHB, pg. 79
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

Shadow StepPHB, pg. 80
When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. 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.

Shadow Step: 1 Bonus Action
EvasionPHB, pg. 79
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of MindPHB, pg. 79
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

Stillness of Mind: 1 Action
Unarmored Movement ImprovementPHB, pg. 78
You can move along vertical surfaces and across liquids on your turn without falling during the move.

Rogue Features
Hit PointsPHB, pg. 95
ProficienciesPHB, pg. 95
Sleight of Hand
ExpertisePHB, pg. 96
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.

Stealth
Acrobatics
Sneak Attack3d6PHB, pg. 96
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Sneak Attack: (No Action)
Thieves’ CantPHB, pg. 96
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning ActionPHB, pg. 96
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Cunning Action: 1 Bonus Action
Roguish ArchetypePHB, pg. 96
Assassin
Bonus ProficienciesPHB, pg. 97
You gain proficiency with the disguise kit and the poisoner’s kit.

AssassinatePHB, pg. 97
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.

Ability Score ImprovementPHB, pg. 96
Ability Score Improvement
Dexterity Score
Constitution Score
Uncanny DodgePHB, pg. 96
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Uncanny Dodge: 1 Reaction
RACIAL TRAITS
Ability Score IncreasesMotM, pg. 12
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Increase two scores (+2 / +1)
Increase one of these scores by 2 and a different score by 1.

Dexterity Score
Strength Score
LanguagesMotM, pg. 12
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Sylvan
SizeMotM, pg. 13
You are Medium or Small. You choose the size when you select this race.

Small
Hare-TriggerMotM, pg. 13
You can add your proficiency bonus (5) to your initiative rolls.

Leporine SensesMotM, pg. 13
You have proficiency in the Perception skill.

Lucky FootworkMotM, pg. 13
When you fail a DEX saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.

Lucky Footwork: 1 Reaction
Rabbit HopMotM, pg. 13
As a bonus action, you can jump 25 ft. without provoking opportunity attacks. You can only use this trait if your speed is greater than 0. You can use it 5 times and regain all expended uses when you finish a long rest.

Rabbit Hop: 1 Bonus Action
Uses:
/
Long Rest

GrapplerBR, pg. 167
You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Grappling Pin: 1 Action

Features & Traits
Ring of Shooting Stars:
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.


Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12


Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Immovable Rod:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Sylvan, Thieves’ Cant

Languages & Proficiencies
People. Im loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

Ideals
Someone I loved died because of a mistake I made. That will never happen again.

Bonds
I have a tell that reveals when Im lying.

Flaws
5 brightly colored not deadly flowers <3
<span class="line-spacer d-block"> </span>
insignia of claws: While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Notes


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