Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Feh'dan
Character Name
Monk 10
Class & Level
Far Traveler
Background
Githzerai
Race
Lawful Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+4
19
19
+
0
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+2
15
14
+
1
(Race)
WISDOM
+3
16
14
+
2
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
19
INITIATIVE
+
+0
PROFICIENCY
+
4
4
+
PERCEPTION
1313
+
SPEED
55 ft
HIT POINTS
Max:
64
64
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
5 +5
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Unarmed+81d6+5 bludgeoning5
Shortsword+81d6+5 piercing5
Darts+81d4+5 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
16
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Mage Hand cantrip (racial):and the hand is invisible when you cast the cantrip with this trait.

Minor Illusion cantrip (shadow monk)

Shield spell (racial)1/day

Detect Thoughts (racial)1/day

Darkness, Darkvision, Pass Without Trace, Silence 2 Ki points (shadow monk)

Shadow Step (shadow monk) 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.

Magic Missile 3/day (Gauntlets of Force)
Mage Hand cantrip (racial):and the hand is invisible when you cast the cantrip with this trait.
Minor Illusion cantrip (shadow monk)

Shield spell (racial)1/day
Detect Thoughts (racial)1/day

Darkness, Darkvision, Pass Without Trace, Silence 2 Ki points (shadow monk)

Shadow Step (shadow monk) 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.

Magic Missile 3/day (Gauntlets of Force)
SPELLCASTING
[+instructions]
Class

10 KI points

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.

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike: 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.

Ki-Empowered Strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmored Movement: Your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

Wholeness of Body (Open): As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Evasion: When you are subjected to an effect that allows you to make a Dexterity 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 Mind: You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Feat: Mobile - +10 on movement. Not affected by difficult terrain & do not provoke opportunity attacks in melee.

[b]Class[/b]
10 KI points

[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.

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Stunning Strike:[/b] 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.

[b]Ki-Empowered Strikes:[/b] Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

[b]Unarmored Movement:[/b] Your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.

[b]Wholeness of Body (Open):[/b] As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

[b]Evasion:[/b] When you are subjected to an effect that allows you to make a Dexterity 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.

[b]Stillness of Mind:[/b] You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Feat: Mobile - +10 on movement. Not affected by difficult terrain & do not provoke opportunity attacks in melee.

FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Shortsword
2
20
Darts (shuirken )
1
Gauntlets of Force add 1d4 + 1 force damage to unarmed strikes
Total: NaN lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: simple weapons, shortswords, one artisan tool or musical instrument
Languages: Common, Githzeri
PROFICIENCIES & LANGUAGES
I stretch the truth for the sake of a good story.
PERSONALITY TRAITS
Self-Knowledge. If you know yourself, there're nothing left to know. (Any)
IDEALS
I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
BONDS
I judge others harshly, and myself even more severely.
FLAWS
 
Born to a poor family in the city he treasured whatever gifts he got. When the war came and ruined his parents he was left adrift. He was a hard man then and has only learned to fight more as time goes on. He has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.
DESCRIPTION & EXTRA INFO

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