5th Edition Character Sheet
Skills
Racial
Draconic Ancestry: Your breath weapon and damage resistance are determined by the dragon type you choose.
Breath Weapon: 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.
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.
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.
[b]Draconic Ancestry:[/b] Your breath weapon and damage resistance are determined by the dragon type you choose.
[b]Breath Weapon:[/b] 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.
[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]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.
Languages: Common, Draconic
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