Character Level, Race, & Class Experience: Dexterity Strength
Character Level, Race, & Class Experience: Dexterity Strength
Character Level, Race, & Class Experience: Dexterity Strength
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Unarmored Defense (Monk) (16) 16 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 Celestial Resistance. You have resistance to necrotic damage and
15
SHIELD
AC radiant damage.
✘
+2 Light Bearer. You know the light cantrip. (Spellcasting: Charisma)
✘ +8 Dexterity
Radiant Soul (1/Long Rest). Your transformation lasts for 1 minute
+0 Constitution ARMOR CLASS or until you end it as a bonus action. During it, you have a flying
DEXTERITY speed of 30 feet, and once on each of your turns, you can deal 9
+0 Intelligence extra radiant damage to one target when you deal damage to it
MAXIMUM HIT DICE TEMPORARY
18
with an attack or a spell.
+2 Wisdom
48 9d8 Unarmored Defense. While you are wearing no armor and not
+1 Charisma wielding a shield, your AC equals 16.
CONDITIONAL
+4 Martial Arts. Your unarmed strike does 1d6 damage. You can use
Strength or Dexterity for these attacks.
✘ Patient Defense (Ki). You can spend 1 ki point to take the Dodge
RT
EXPE
action as a bonus action on your turn.
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+0 +0 Arcana (Int) Darkvision Step of the Wind (Ki). 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..
✘ +6 Athletics (Str) Resistances. Necrotic, Radiant
Unarmored Movement. Your speed increases by 15 feet while you
INTELLIGENCE +1 Deception (Cha) are not wearing armor or wielding a shield. You gain the ability to
move along vertical surfaces and across liquids on your turn without
10 +0 History (Int)
+2 Insight (Wis)
falling during the move.
Monastic Tradition.
Way of the Drunken Master. Confounds foes through a martial
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS arts tradition inspired by the swaying of a drunkard
+0 +0 Investigation (Int) 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
+2 Medicine (Wis) so, the damage you take from the attack is reduced by 1d10+13.
WISDOM +0 Nature (Int) Slow Fall (Reaction). Use your reaction when you fall to reduce any
✘ +5 Performance (Cha) Extra Attack. You can attack twice, instead of once, whenever you
take the Attack action on your turn.
✘ +5 Persuasion (Cha)
+2 +0 Religion (Int)
Stunning Strike (Ki). 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
+4 Sleight of Hand (Dex) be stunned until the end of your next turn.
CHARISMA ✘ +8 Stealth (Dex) Ki-Empowered Strikes. Your unarmed strikes count as magical for
the purpose of overcoming resistance and immunity to nonmagical
Stillness of Mind. You can use your action to end one effect on
yourself that is causing you to be charmed or frightened.
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 0 0 0 lb. Drunken Technique. When you use Flurry of Blows, you gain the
INITIATIVE +4 2 Attacks / Attack Action EQUIPMENT
benefit of Disengage, and your speed increases by 10ft until the end
of the current turn.
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of
treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience
makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the
I can stare down a hell hound without flinching. battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band
I’m always polite and respectful. of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.)
Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your
own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably
suited for battle, so now you fight on in a different way.
PERSONALITY TRAITS
IDEAL
BOND
.
Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE
You touch one object that is no larger than 10 feet in any dimension.
Until the spell ends, the object sheds bright light in a 20-foot radius
and dim light for an additional 20 feet. The light can be colored as
you like. Completely covering the object with something opaque
blocks the light. The spell ends if you cast it again or dismiss it as an
action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.