Player NameClassLvlExperienceSpeciesHeightGenderBackground
ZacMonk31850ElfHe/HimWayfarer
ACInitiativeSpeedSizeAlignment
14345Medium
Max HPHPHit dieTotal # HDCurrent # HD
2121D833
DowntimePlatinumGoldSilverCopper
0020000

DESCRIPTION

Traits

Ideals

Bonds

Flaws & Struggles

Goals & Motivations

Factions

Allied

Friendly

Disliked

Hated

Favors

Stats


ABILITIESScoreModifierSkillProfficient?Item/MiscModifier
Proficiency Bonus2
STRENGTH8-1
Saving Throw201
Athletics00-1
DEXTERITY173
Saving Throw205
Acrobatics205
Sleight of hand003
Stealth205
CONSTITUTION131
Saving Throw001
INTELLIGENCE100
Saving Throw000
Arcana000
History000
Investigation000
Nature000
Religion000
WISDOM121
Saving Throw001
Animal Handling001
Insight203
Medicine001
Perception203
Survival203
CHARISMA152
Saving throw002
Deception002
Intimidation002
Performance002
Persuasion002

Equipment

  • 7 Daggers
  • Thieves’ Tools
  • Gaming Set
  • Bedroll
  • 2 Pouches
  • Traveler’s Clothes
  • Spear
  • Cartographer’s Tools
  • Explorer’s Pack

Proficiencies / Skills

Language

  • Common
  • Elvish
  • Dwarvish

Armor

Weapons

  • Simple Weapons
  • Martial Weapons with the Light property

Tools

  • Thieves’ Tools
  • Cartographer’s Tools

Features and Traits

Lucky (Wayfarer)

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Darkvision (Elf)

You have Darkvision with a range of 60 feet.

Elven Lineage (Wood Elf)

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

  • Druidcraft
  • Longstrider In addition, your speed increases to 35 feet.

Fey Ancestry (Elf)

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses (Elf)

You have proficiency in the Insight, Perception, or Survival skill.

Trance (Elf)

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Monk Level 1: Martial Arts (1d6)

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

Simple Melee weapons Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grappling or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Monk Level 1: Unarmored Defense

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Monk Level 2: Monk’s Focus

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Monk Level 2: Unarmored Movement

Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.

Monk Level 2: Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Monk Level 3: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Level 3 Path of Tranquility Monk: Healing Hands

Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of d10 healing dice that replenishes after you complete a long rest. The number of healing dice equals your monk level.

As an Action, you can touch a creature and spend some healing dice from the pool to restore a number of hit points to that creature equal to the number rolled plus your Wisdom modifier. You can not spend more than half of your maximum number of healing dice with one action, rounded down.

Instead of healing the creature, you can expend 1 dice from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit dice separately for each one.

You can spend 1 Focus Point to use this feature as a Bonus Action.

This feature has no effect on undead and constructs.

Treasure

  • A needle that never bends

Spells Known

Prepared?Level 0Prepared?Level 3Prepared?Level 6Prepared?Level 9
Druidcraft
Level 1Level 4Level 7
Longstrider
Level 2Level 5Level 8

Spell Save DC (CHA)

12

Spell Attack Bonus

4

ADDITIONAL CHARACTER NOTES