Character
Character
INSPIRATION
STRENGTH
14 +4 45/30
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
14 PERSONALITY TRAITS
+4 +2 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
18 0 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
-1 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
9 ●
+3 Insight (Wis)
Club +7 1d4+4 bludgeoning
Clothes, common
WISDOM
0
-1
Intimidation (Cha)
Investigation (Int)
Pot, iron
0 Medicine (Wis) Pouch
0 -1 Nature (Int)
Number of Attacks: 2 Shovel
●
+3 Perception (Wis)
10
0 Performance (Cha) - Martial Arts.
CHARISMA
0 Persuasion (Cha) Unarmed strike or
Religion (Int)
-1
monk weapon,
0 +4 Sleight of Hand (Dex)
+4 Stealth (Dex) melee, 1d6+4
10 ●
+3 Survival (Wis) damage.
SKILLS ATTACKS & SPELLCASTING
SP
Tool Proficiencies: Horn; Land
Vehicles; Potter's Tools
EP
Weapon Proficiencies:
Longbow; Longsword; GP
10
Shortbow; Shortsword; Simple
PP
Language Proficiencies:
Common; Elvish; SE Abyssal
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Yevi Ditadori (Yuji Devi)
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
High Elf
Intelligence 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Booming Blade
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
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.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: magical-sleep
----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.
Mad Dog's Dive. Starting when you choose this tradition at 3rd level, you
can tear into the throat of those that think they're safe.
Immediately before you take the Attack action on your turn,
you can spend 1 ki point to jump 10 feet toward a creature
you can see and make a melee weapon attack against the
creature as a bonus action. If you hit the creature, it must
make a Strength saving throw or be knocked prone.
Additionally, the distance you can leap with a long jump
isn't halved when you make a standing long jump.
Martial Arts. Make an extra unarmed strike when you take Attack action.
Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is doubled for the turn.
-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 +10. If you reduce it to 0, you can catch the missile (if
you have a free hand and it's small enough to hold) and use it in a ranged attack with proficiency, as a monk weapon, for 1 ki
point with range 20/60.
Mad Dog's Dominance. Starting at 6th level, you keep your enemy under your heel.
If a creature within your reach stands from prone, you can
spend 1 ki point as a reaction to make a melee weapon attack
against it. If you hit the creature, they're knocked prone and
their speed is reduced to 0 until the start of their next turn.
Additionally, while you are above half of your hit points, you
have advantage on Charisma (Intimidation) checks.
-----------Other Traits------------
Bloodsoaked Beast. At 3rd level, those who spill your blood will regret it. When a
creature hits you with an attack while you have all of your hit
points, it must make a Wisdom saving throw against your ki
save DC or be frightened of you until the end of its next turn.
If a creature's saving throw is successful or the effect ends for
it, it is immune to this feature for the next 24 hours.
At 11th level, each hostile creature within 60 feet of you
must also make a Wisdom saving throw against your ki save
DC or be frightened of you until the end of their next turn.
Crusher. You are practiced in the art of crushing your enemies, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an
unoccupied space, provided the target is no more than one size larger than you.
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with
advantage until the end of your next turn.
Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to
hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you
from the law or anyone else searching for you, though they will not risk their lives for you.
Stunning Strike. When you hit a creature with melee attack, spend 1 ki point to stun the creature if it fails a DC 11 CON save.
Booming Blade
High Elf Cantrip Evocation DC 10 Spell Mod +2
1 Act. 5 ft V,M
A weapon