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Nacht

5 Level (10500/14000 XP for level-up) City Watch Background Kenku Race / Species / Heritage Lawful Good Alignment
Monk: Way of the Long Death
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
14
+2
DEX
20
+5
CON
14
+2
INT
9
-1
WIS
16
+3
CHA
12
+1
40
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
5 / 5
Ki
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+8 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+1 Deception CHA
-1 History INT
+6 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarter-Staff (1 handed) +8 DEX d6+1+5 Bludgeoning
 Vers
Quarter-Staff (2 handed) +8 DEX d8+1+5 Bludgeoning
Darts +8 DEX d4+5 Peircing
 Finesse, Range, Thrown. Range: 20/60
Unarmed Strike +8 DEX 1d6+5 Bludgeoning
Attacks
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Ki:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
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.

Touch of Death:Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Deflect Missiles
Starting at 3rd level, 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.

Slow Fall - Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Features & Traits
16 Gold
Silver
Copper

Green Cloak
Quarter Staff
Darts
Back Pack
Hammer
10 Pitons
10 torches
Tinderbox
9 Rations/Waterskin

Crowbar
50 ft of Hempen rope
Black Fine Clothes
20 Chest Nuts
Paper, quil and ink
Theive's Tools
Ceall Visa
Dead Falcon

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Read, Write Auran , Common, Deep Speech and Goblin

Languages & Proficiencies


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