Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Zedaar Pyraxtallinost
Character Name
Monk 3
Class & Level
Knight
Background
Lightfoot Halfling
Race
Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+3
17
15
+
2
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
35 ft
HIT POINTS
Max:
19
19
TEMP HP
0
POINT BUY
Standard
Picture URL:
0
Token URL:
3 +3
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
-1 -1
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
-1 -1
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-1 -1
+
0
Performance (Cha)
-1 -1
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Unarmed+51d4+3 bludgeoning5
Shortsword+51d6+3 piercing5
Darts+51d4+3 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
13
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Racial

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: Advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Class


Unarmored Defense: While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

Martial Arts: When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll d4 for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

Ki: Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. 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.

Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Drunken Technique grants them +10 feet of movement and the ability to disengage whenever they use their Flurry of Blows ability, combining offence and defence. Tipsy Sway allows the monk to leap to their feet for only 5 feet of movement rather than half of their move, ensuring that they’re quickly righted whenever they’re knocked down.

The Drunken Master wants to be in the middle of a brawl. The other ability provided by Tipsy Sway is Redirect Attack, letting them use a reaction whenever an enemy misses them to swing the incoming blow into another creature within 5 feet of them. Their final ability, Intoxicated Frenzy, grants them up to five additional attacks whenever they use Flurry of Blows, provided they target separate enemies.

The Drunken Master is also a proficient performer; their drunkenness (real or feigned) a lure to misdirect their enemies. They’re a great choice if you love the slapstick comedy of some of the best Jackie Chan movies (including Drunken Master, of course), or if you want to play a happy-go-lucky fool with a secret core of iron.

[b]Racial[/b]

[b]Lucky:[/b] When you roll a 1 on the [d20] for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

[b]Brave:[/b] Advantage on saving throws against being frightened.

[b]Halfling Nimbleness:[/b] You can move through the space of any creature that is of a size larger than yours.

[b]Naturally Stealthy:[/b] You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

[b]Class[/b]


[b]Unarmored Defense:[/b] While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

[b]Martial Arts:[/b] When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll [d4] for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

[b]Ki:[/b] Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. 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.

[b]Flurry of Blows:[/b] 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.

[b]Patient Defense:[/b] You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

[b]Step of the Wind:[/b] 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.

[b]Unarmored Movement:[/b] Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Drunken Technique grants them [+10] feet of movement and the ability to disengage whenever they use their Flurry of Blows ability, combining offence and defence. Tipsy Sway allows the monk to leap to their feet for only 5 feet of movement rather than half of their move, ensuring that they’re quickly righted whenever they’re knocked down.

The Drunken Master wants to be in the middle of a brawl. The other ability provided by Tipsy Sway is Redirect Attack, letting them use a reaction whenever an enemy misses them to swing the incoming blow into another creature within 5 feet of them. Their final ability, Intoxicated Frenzy, grants them up to five additional attacks whenever they use Flurry of Blows, provided they target separate enemies.

The Drunken Master is also a proficient performer; their drunkenness (real or feigned) a lure to misdirect their enemies. They’re a great choice if you love the slapstick comedy of some of the best Jackie Chan movies (including Drunken Master, of course), or if you want to play a happy-go-lucky fool with a secret core of iron.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Shortsword
10 Darts
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: simple weapons, shortswords, one artisan tool or musical instrument
Languages: Common, Halfling
PROFICIENCIES & LANGUAGES
Whenever I come to a new place, I collect local rumors and spread gossip.
PERSONALITY TRAITS
People. I'm committed to my crewmates, not to ideals. (Neutral)
IDEALS
I will do anything to protect the temple where I served.
BONDS
I have a weakness for the vices of the city, especially hard drink.
FLAWS
 
Zedaar was raised in a hard working conservative environment. His childhood dream was to be a Body Guard, but he was a colossal failure. He tends to his Sculptor job now, and dutifully fulfills any obligations he has.
DESCRIPTION & EXTRA INFO

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