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LVL 7 Monk
LVL 7 Monk
INSPIRATION
STRENGTH
15 3 35 "Nothing can shake my
10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
optimistic attitude"
+0 PERSONALITY TRAITS
12 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1
History (Int) Natural Illusionist - you know the Minor Illusion cantrip.
Shortswor +6 1D6+3
+1 ●
+5
Insight (Wis) Speak with small beasts - You can communicate with simple
gestures with Small or smaller beasts.
-1
Intimidation (Cha) Dart +6 1D4+3 Martial Arts - You may use unarmed strikes, short swords and
WISDOM +1
Investigation (Int) any Simple melee weapons.
Unarmed +6 1D4+3
+2
Medicine (Wis) When you use the attack option you may make one unarmed
14 +1
Nature (Int)
strike as a bonus action.
Attack Twice Each Time Deflect Missiles - You may use your reaction to deflect or catch
+2
●
!+7
Perception (Wis) missiles, reducing the damage taken by 1D10+DEX. If this is
reduced to 0 you catch the missile and can spend 1 Ki to make
-1
Performance (Cha) a ranged attack with it.
CHARISMA
●
+2
Persuasion (Cha) Slowfall - You may use your reaction to reduce any falling
damage by your Monk level.
●
+4
Religion (Int)
Ki Points: _/7
9 ●
+6
Sleight of Hand (Dex)
Luck Points: _/3
Unarmored - your armor is increased by your Wisdom bonus
and your move increased by 10ft when not wearing armor.
●
+6
Stealth (Dex) Cursed - One eye has become milky white and your presence
-1 is unnerving to people, particularly animals and children.
+2
Survival (Wis)
Lucky - You have 3 luck points. Whenever you make an attack
roll, ability check, or saving throw, you may spend 1 luck point
SKILLS ATTACKS & SPELLCASTING to roll an additional d20. You can use this ability after the
original roll, but before the outcome is revealed. You choose
which of the d20s is used for the attack roll, ability check, or
saving throw.
PASSIVE WISDOM (PERCEPTION)
CP 5 Rations: 9x Days You can also spend one luck point when an attack roll is made
Holy Symbol against you. Roll a d20, and choose whether the attacker's roll
uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they
SP 15 Darts (6)
Can speak: Common, cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long rest.
Arrowheads +2 (8)
Gnomish, Elvish and Shadowstep - When you are in dim light or darkness, as a
EP
Healing Potion (D8) bonus action you can teleport up to 60 feet to an unoccupied
Dwarfish. space you can see that is also in dim light or darkness. You
then have advantage on the first melee attack you make before
Can play the lute. GP 31 the end of the turn.
Stillness of Mind
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.at 7th level, you can use your action to end one effect
Starting
on yourself that is causing you to be charmed or frightened.
AGE HEIGHT WEIGHT
NAME
SYMBOL
Notes:
Madam Eva
Necromancy
Shield/Arictocrat
Durst
Bookshelf
Baby Bastard Son!!!
Sword - Den of Wolves, hills overlooking mountain lake. Treasure Mother Night.
Ally - Lost someone close to him, man of faith sanity hangs by a thread
Eaten Berries
Vallaki
Krezk
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Monk Int 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Minor Illusion
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 DC 11 7
EPAR
SPELL NAME
ED
PR
Flurry of Blows
2 DC 11
Darkness
Dark Vision
5
Pass Without Trace
Silence
9
Stunning Strike
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.