Torro

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Current Standard CS v1.

4
Kensei Monk lvl3 Marine (16hrs march) Viktor
CLASS & LEVEL BACKGROUND PLAYER NAME
Torro
Variant Human -> Dhampir
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

KI PONTOK Felfegyverezve
8 ◆ 1 SAVING THROW
ATHLETICS
3/1 16
ARMOR
+3AC
Agile Parry
+Dual Wielder
INSPIRATION

CLASS

-1 CONDITIONS BOONS

STRENGTH

+3 TEMP HP
45 PERSONALITY TRAITS
◆ 5
SAVING THROW INITIATIVE SPEED
17
● 5
ACROBATICS
SLEIGHT OF HAND
Current
21 24 SUCCESSES

3 ● 5
STEALTH
CURRENT MAXIMUM
FAILURES

DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES


IDEALS

NAME ATK BONUS DAMAGE/TYPE


15 SAVING THROW
Rapier +3 1d8+dex piercing

2 Rapier +3 1d8+dex piercing


BONDS
CONSTITUTION

8 SAVING THROW
ARCANA
FLAWS
HISTORY
-1 INVESTIGATION
NATURE
INTELLIGENCE Proficiencies
RELIGION Armor:
Weapons: Simple weapons, martial weapons
Tools: Calligrapher's supplies, Cobbler's tools
16 SAVING THROW
ANIMAL HANDLING Languages:
5
INSIGHT Common
3 5
MEDICINE
PERCEPTION
Elvish
Dwarvish
WISDOM
5
SURVIVAL

SAVING THROW PROFICIENCIES & LANGUAGES


8
DECEPTION
INTIMIDATION Variant Human -> Dual Wielder +1AC

-1 PERFORMANCE
PERSUASION
ATTACKS & SPELLCASTING Darkvision. You can see in dim light within 60 feet of you as
if it were bright light and in darkness as if it were dim light.
CHARISMA
You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

2 PROFICIENCY BONUS Spider Climb. You have a climbing speed equal to your
walking speed. In addition, at 3rd level, you can move up,
down, and across vertical surfaces and upside down along
ceilings, while leaving your hands free.
15 PASSIVE WISDOM (PERCEPTION)
Vampiric Bite. Your fanged bite is a natural weapon, which
counts as a simple melee weapon with which you are
proficient. You add your Constitution modifier, instead of
your Strength modifier, to the attack and damage rolls when
CURRENT WEIGHT
10 120 MAX WEIGHT
you attack with this bite. It deals 1d4 piercing damage on a
hit. While you are missing half or more of your hit points, you
CLASS RESOURCES, AMMO & CHARGES have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isnt
a Construct or an Undead, you can empower yourself in one
Unarmored Defense 10+DEX+WIS Backpac: of the following ways of your choice:
CP 6 Martial Arts Uploading...
You regain hit points equal to the piercing damage dealt by
the bite.
You gain a bonus to the next ability check or attack roll you
You can use Dexterity instead of Strength for Tools: make; the bonus equals the piercing damage dealt by the
the attack and damage rolls of your unarmed
SP 25 strikes and monk weapons. Calligrapher's supplies
bite.
You can empower yourself with this bite a number of times
equal to your proficiency bonus, and you regain all
When you use the Attack action with an Cobbler's tools expended uses when you finish a long rest.
EP unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a
bonus action. For example, if you take the
Attack action and attack with a quarterstaff,
GP you can also make an unarmed strike as a
bonus action, assuming you haven't already
taken a bonus action this turn.

PP

EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS

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17 180cm 70kg
AGE HEIGHT WEIGHT

grey pale black


CHARACTER NAME EYES SKIN HAIR

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Férfinál talált láda kulcs
Hatalmas farkas mancsok 4db NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

KI lvl2
lvl5
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
whenever you take the Attack 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
Stunning Strike
distance is doubled for the turn.
Starting at 5th level, you can interfere with the flow of ki in
an opponent's body. When you hit another creature with a
lvl3
melee weapon attack, you can spend 1 ki point to attempt a
stunning strike. The target must succeed on a Constitution
Deflect Missiles
saving throw or be stunned until the end of your next turn.
Starting at 3rd level, 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.
Focused Aim (Optional)
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
Also at 5th level, when you miss with an attack roll, you can
hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the
spend 1 to 3 ki points to increase your attack roll by 2 for
weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of
each of these ki points you spend, potentially turning the
your weapon proficiencies, and the missile counts as a monk weapon for the attack.
miss into a hit.
Ki-Fueled Attack (Optional)
lvl6
Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike
or a monk weapon as a bonus action before the end of the turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical
Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you
for the purpose of overcoming resistance and immunity to
do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapons type. You retain
nonmagical attacks and damage
this benefit until the end of the current turn.
Magic Kensei Weapons. Your attacks with your kensei
weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
ADDITIONAL FEATURES & TRAITS
Deft Strike. When you hit a target with a kensei weapon, you
can spend 1 ki point to cause the weapon to deal extra
damage to the target equal to your Martial Arts die. You can
lvl4
use this feature only once on each of your turns.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall
Beginning at 4th level, 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.

Quickened Healing (Optional)


Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the
number rolled plus your proficiency bonus.
.

CHARACTER BACKSTORY OTHER

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
COMPANIONS, FAMILIARS,
AND PETS.

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP

WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5 CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP
WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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