5th Edition Character Sheet
Skills
Racial
Mummy (+2 Strength, +1 Constitution)
Undead: I am considered undead for effects such as turn undead and many healing spells. I am immune to disease and the poisoned condition. I do not need to eat or breathe. I only sleep for 4 hours. Magically induced sleep still works on me.
Dreadful Glare (short rest): Action, single creature within 10 ft.: The target must succeed on a Wisdom save or become frightened until the end of my next turn. DC = 8 + my Con mod + my Prof bonus.
Rotting Fist: My unarmed attacks deal Necrotic damage equal to 1d4 + my Str modifier.
Saves: I have immunity to the following: the poisoned condition, disease.
Darkvision: 60 feet
Damage Resistances: poison
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.
Toll of the Mystic: Whenever I spend my ki points, I can choose to expend a number of hit points equal to the number of ki points expended.. If I do, I gain a bonus to my speed equal to 10 times the number of hit points expended.. This bonus lasts until the start of my next turn..
Transfusion: When I hit a creature with one of the attacks granted by my Flurry of Blows while am below half my hit point maximum, I regain 1d4 hit points.. If the attack scores a critical hit, I instead regain 2d4 hit points..
Dominion of Blood: When I hit a creature with an unarmed strike, I can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under my control.. On every subsequent turn after assuming control, I must use my action to take total and precise control of the target. Until the end of my next turn, the creature takes only the actions I choose, and doesn't do anything that I don't allow it to do.. I can also cause the creature to use a reaction, but this requires me to use my own reaction as well. If I do not take this action at the start of my turn, the control ends prematurely. This control can last for up to 1 minute.. Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends..
Mummy (+2 Strength, +1 Constitution)
[b]Undead[/b]: I am considered undead for effects such as turn undead and many healing spells. I am immune to disease and the poisoned condition. I do not need to eat or breathe. I only sleep for 4 hours. Magically induced sleep still works on me.
Dreadful Glare (short rest): Action, single creature within 10 ft.: The target must succeed on a Wisdom save or become frightened until the end of my next turn. DC = 8 + my Con mod + my Prof bonus.
[b]Rotting Fist[/b]: My unarmed attacks deal Necrotic damage equal to 1d4 + my Str modifier.
[b]Saves[/b]: I have immunity to the following: the poisoned condition, disease.
[b]Darkvision[/b]: 60 feet
[b]Damage Resistances[/b]: poison
[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]Toll of the Mystic[/b]: Whenever I spend my ki points, I can choose to expend a number of hit points equal to the number of ki points expended.. If I do, I gain a bonus to my speed equal to 10 times the number of hit points expended.. This bonus lasts until the start of my next turn..
[b]Transfusion[/b]: When I hit a creature with one of the attacks granted by my Flurry of Blows while am below half my hit point maximum, I regain 1d4 hit points.. If the attack scores a critical hit, I instead regain 2d4 hit points..
[b]Dominion of Blood[/b]: When I hit a creature with an unarmed strike, I can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under my control.. On every subsequent turn after assuming control, I must use my action to take total and precise control of the target. Until the end of my next turn, the creature takes only the actions I choose, and doesn't do anything that I don't allow it to do.. I can also cause the creature to use a reaction, but this requires me to use my own reaction as well. If I do not take this action at the start of my turn, the control ends prematurely. This control can last for up to 1 minute.. Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends..
Languages: Common
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