Tortle Monk 6 (Way of The Drunken Master)

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Monk 6 (Way of the Drunken Master) 14,700

CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME


Tortle Hermit
RACE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+2 +3 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Lawful Neutral. I obey laws,
(AC) INITIATIVE traditions or my own strict code to
15 promote order and society above all else.
SAVING THROWS
17 +4 45 ft.
Hermit Background [PHB p. 134]
Armor Worn: none (Unarmored Defense) • Feature: Discovery (great secret).
+5 Strength Saves *
• Traits: Older sibling fell victim to
DEX +7 Dexterity Saves *
carnivorous plants. Uncomfortable when
HIT POINTS HIT DICE
+4 +2 Constitution Saves
among civilization.

19
+1 Intelligence Saves
+3 Wisdom Saves 45 6d8 • Ideal: Know the consequences of your
action first.
+1 Charisma Saves • Bond: Urges others to become your
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
students.
• Flaw: Desperate to further study.
CON SKILLS WEAPON & UNARMED ATTACKS
+2 +7 Acrobatics (Dex) * Extra Attack. When making an Attack action, you
may make two attacks rather than one.
Tortle Traits [TP, p. 4]
• Age: 38 years old
+3 Animal Handling (Wis) • Medium Size (5' 5", 445 lbs.)
15 +1 Arcana (Int) • Hold Breath (up to 1 hour)
+5 Athletics (Str) * Martial Arts. Melee Weapon Attack: +7 to • Shell Defense (speed 0 and prone, no
hit, reach 5 ft. Hit: 1d6+4 bludgeoning reactions, disadv. on Dex. saves, AC +4,
+1 Deception (Cha) adv. on Str. and Con. saves)
INT damage. Strike counts as magical to
+1 History (Int) • Natural Armor (AC 17, no Dex. bonus,
overcome target's resistence to
+1 +3
+1
Insight (Wis)
Intimidation (Cha)
nonmagical attacks and damage. Can
also make unarmed strike as bonus
cannot wear armor)

13 +1 Investigation (Int) action. Ki Energy [PHB p. 78]


+6 Medicine (Wis) * • 6 ki points betw. short or long rests
+1 Nature (Int) Dart. Ranged Weapon Attack: +7 to hit. Hit:
1d4+4 piercing damage. (Normal range to 20 Class Features [PHB p. 76]
WIS +3 Perception (Wis) • Unarmored Defense (AC)
ft.; disadvantage long range 21 to 60 ft.)
+3 +4
+1
Performance (Cha) *
Persuasion (Cha) Tortle Claws. Melee Weapon Attack: +5 to hit,
• Martial Arts (1d6, bonus attack)
• Flurry of Blows (1 ki for two unarmed
reach 5 ft. Hit: 1d4+2 bludgeoning damage. attacks as bonus action)
16 +4 Religion (Int) *
• Patient Defense (1 ki for Dodge as bonus
+4 Sleight of Hand (Dex)
MAGIC, FEATS & SPECIAL ATTACKS action)
+4 Stealth (Dex) • Step of the Wind (1 ki for Disengage or
+6 Survival (Wis) * Martial Arts During A Turn: Counting actions Dash as bonus action, jump distance
CHA and bonus actions, make three unarmed doubled)
+1 * Prof. bonus added
attacks or one weapon attack plus two
unarmed attack in turn. Or, for 1 ki point,
make four unarmed attacks in a turn.
• Unarmored Movement (higher speed)
• Drunken Technique (Flurry of Blows adds
12 (Opportunity attack is a seperate reaction, do Disengage and +10 ft. speed)
• Slow Fall (-30 damage)
13 PASSIVE WISDOM
(PERCEPTION)
once per round.)
• Extra Attack (2/attack)
EQUIPMENT & TREASURE • Stunning Strike (1 ki point, Constitution
save of stunned)
PROFICIENCIES & LANGUAGES Carried Gear (PHB, p. 143): ten (10) darts, • Tipsy Sway: Leap To Your Feet (up from
herbalism kit (clippers, mortar and pestle, prone for 5 ft. move) and Redirect Attack
Armor: none pouches and vials of herbs), set of common (1 ki point reaction to make opponent's
Weapons: simple weapons, shortsword clothes, a scroll case stuffed full of personal miss target another)
Tools: musical instrument (flute) notes, a winter blanket. (This load is about 8.5
lbs.; add 1 lb. per 50 coins carried.)
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Athletics, Medicine, Coins & Gems: 702 gold pieces (gp); 16 silver
Performance, Religion, Survival pieces (sp); 67 copper pieces (cp); 3 gems (worth
50 gp each)
Languages: Common, Aquan, Infernal

ENCUMBRANCE
Lifting & Carrying: 225 lbs. max. carrying
capacity; 450 lbs. pushing or dragging (speed
-5 ft.); 450 lbs. max. lift.

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