Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Teizan
Character Name
Monk 5
Class & Level
Haunted One
Background
Human
Race
Neutral
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+4
18
17
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
11
10
+
1
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1212
+
0
SPEED
40 ft
HIT POINTS
Max:
34
34
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
4 +4
+
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+71d6+4 bludgeoning5
Shortsword+71d6+4 piercing5
Darts+71d4+4 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
15
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]

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.

Open Hand Technique (Open): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.

  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

  • It can’t take reactions until the end of your next 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 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, which has a normal range of 20 feet and a long range of 60 feet.

Slow Fall: 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.

[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.

[b]Open Hand Technique (Open):[/b] Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
[*]It must succeed on a Dexterity saving throw or be knocked prone.
[*] It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
[*] It can’t take reactions until the end of your next turn.

[b]Deflect Missiles:[/b] 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 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, which has a normal range of 20 feet and a long range of 60 feet.

[b]Slow Fall:[/b] 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.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Chain Whip: 1d6 bludgeoning
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, Dwarven
PROFICIENCIES & LANGUAGES
I spend money freely and live life to the fullest, knowing that tomorrow I might die.
PERSONALITY TRAITS
I’ll stop the spirits that haunt me or die trying. (Any)
IDEALS
I keep my thoughts and discoveries in a journal. My journal is my legacy.
BONDS
I am a purveyor of doom and gloom who lives in a world without hope. I feel no compassion for the dead. They're the lucky ones.

FLAWS
 
DESCRIPTION & EXTRA INFO

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