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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
John Wick
Character Name
Monk 11
Class & Level
Background
Human
Race
True Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+5
20
19
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
11
10
+
1
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
19
INITIATIVE
+
+0
PROFICIENCY
+
4
4
+
PERCEPTION
1212
+
SPEED
50 ft
HIT POINTS
Max:
70
170
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
5 +5
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
17
DC
Cast Mod
1d8
Martial Arts
11
/
11
Ki Points
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Class

Unarmored Defense: While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

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.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus 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 distance is doubled for the turn.

Unarmored Movement: At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

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 so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. 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 hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction.

Slow Fall: 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.

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike: 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 be stunned until the end of your next turn.

Ki-Empowered Strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind: You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body: Your mastery of the ki flowing through you makes you immune to disease and poison.

[b]Class[/b]

[b]Unarmored Defense:[/b] While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

[b]Flurry of Blows:[/b] 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.

[b]Patient Defense:[/b] You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

[b]Step of the Wind:[/b] 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.

[b]Unarmored Movement:[/b] At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

[b]Deflect Missiles:[/b] 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. 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 hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction.

[b]Slow Fall:[/b] 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.

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Stunning Strike:[/b] 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 be stunned until the end of your next turn.

[b]Ki-Empowered Strikes:[/b] Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

[b]Evasion:[/b] When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

[b]Stillness of Mind:[/b] You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

[b]Purity of Body:[/b] Your mastery of the ki flowing through you makes you immune to disease and poison.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Shortsword
2
10
Dart
0.25
1
Explorers Pack
59
Total: 63.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: simple weapons, shortswords, one artisan tool or musical instrument
Languages: Common, Dwarven
PROFICIENCIES & LANGUAGES
I'm quiet, disciplined, and relentless—driven by loss, bound by honor, and deadly when pushed.
PERSONALITY TRAITS
I believe in loyalty, keeping my word, and fighting for the freedom to live on my own terms.)
IDEALS
Everything I do is tied to the memory of my wife—she was my last hope for peace.
BONDS
Once I'm set on a path, I don’t stop, even when it costs me everything.
FLAWS
 
I was once the most feared assassin in the criminal underworld, known as Baba Yaga—the one you send to kill the boogeyman. After years of bloodshed, I found a way out and left it all behind for the woman I loved. When she died, she left me a final gift to help me grieve: a puppy named Daisy. But when that was taken from me by those who didn’t know who I was, I was dragged back into a world I tried to leave—and now I fight to survive, not just against enemies, but against the past I can’t escape.
DESCRIPTION & EXTRA INFO
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