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Character

Yevi Ditadori is a High Elf Monk of the Way of the Mad Dog, characterized by a Chaotic Neutral alignment. The character has a variety of skills, proficiencies, and unique traits, including the ability to use ki points for special actions and spells. Yevi's combat abilities include unarmed strikes, martial arts, and spells like Booming Blade, along with features that enhance mobility and intimidation in battle.

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0% found this document useful (0 votes)
9 views6 pages

Character

Yevi Ditadori is a High Elf Monk of the Way of the Mad Dog, characterized by a Chaotic Neutral alignment. The character has a variety of skills, proficiencies, and unique traits, including the ability to use ki points for special actions and spells. Yevi's combat abilities include unarmed strikes, martial arts, and spells like Booming Blade, along with features that enhance mobility and intimidation in battle.

Uploaded by

tenshi1976.cc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Monk [Way of the Mad Dog] (6) SE Town Hero

CLASS & LEVEL BACKGROUND PLAYER NAME


Yevi Ditadori (Yuji Devi)
Elf/High Elf Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 45/30
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 45



+5 Strength
DEXTERITY ●
+7 Dexterity

+4 +2 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

18 0 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +4 Acrobatics (Dex) SUCCESSES

14 +3 Animal Handling (Wis)


6x(1d8+2)
FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+5 Athletics (Str)

-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

13 PASSIVE WISDOM (PERCEPTION)


CP

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

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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.

Patient Defense. Spend 1 ki point to take the Dodge 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.

Slow Fall. Reduce falling damage by 30.

-----------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.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Ki. You have 6 ki points.

Ki-Empowered Strikes. Your unarmed strikes count as magical.

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.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Booming Blade
High Elf Cantrip Evocation DC 10 Spell Mod +2
1 Act. 5 ft V,M
A weapon

As part of the action used to cast this spell, you


must make a melee attack with a weapon
against one creature within the spell's range,
otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and it
becomes sheathed in booming energy until the
start of your next turn. If the target willingly
moves before then, it immediately takes 1d8
thunder damage, and the spell ends. This
spell's damage increases when you reach
higher levels. At 5th level, the melee attack
deals an extra 1d8 thunder damage to the
target, and the damage the target takes for
moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.
Page 1 (reverse)

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