Character
Abilities
Spells
Guides
Notes
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Quarterstaff
1d6 bludgeoning - versatile (1d8)
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Wand of Magic Missiles
----7 charges regain 1d6 +1
----1 charge = 1st level
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Dagger
1d4 piercing - finesse, light, thrown (20/60 ft.)
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
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Kellogg's Blade
1d4 + 1d4 per day of no masturbation
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+1 Chain Shirt
You have a +1 bonus to AC while wearing this armor.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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*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.
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*Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
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*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.
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*Deflect Missiles
Starting at 3rd level, 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 (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
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*Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
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*Ki-Fueled Attack
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
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*Slow Fall
Beginning at 4th level, 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.
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*Quickened Healing
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
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*Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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*Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. 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.
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*Focused Aim
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
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*Ki-Empowered Strikes
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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*Hour of Reaping
Gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
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*Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.
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*Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
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1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
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Monk
Monk Guide
Level |
Proficiency Bonus |
Features |
Martial Arts
|
Ki Points
|
Unarmored Movement
|
1st |
+2 |
Unarmored Defense,
Martial Arts
|
1d4 |
— |
— |
2nd |
+2 |
Ki,
Dedicated Weapon,
Unarmored Movement
|
1d4 |
2 |
+10 ft. |
3rd |
+2 |
Deflect Missiles,
Monastic Tradition,
Ki-Fueled Attack
|
1d4 |
3 |
+10 ft. |
4th |
+2 |
Ability Score Improvement,
Slow Fall,
Quickened Healing
|
1d4 |
4 |
+10 ft. |
5th |
+3 |
Extra Attack,
Stunning Strike,
Focused Aim
|
1d6 |
5 |
+10 ft. |
6th |
+3 |
Ki-Empowered Strikes,
Monastic Tradition feature
|
1d6 |
6 |
+15 ft. |
7th |
+3 |
Evasion,
Stillness of Mind
|
1d6 |
7 |
+15 ft. |
8th |
+3 |
Ability Score Improvement
|
1d6 |
8 |
+15 ft. |
9th |
+4 |
Unarmored Movement improvement
|
1d6 |
9 |
+15 ft. |
10th |
+4 |
Purity of Body
|
1d6 |
10 |
+20 ft. |
11th |
+4 |
Monastic Tradition feature
|
1d8 |
11 |
+20 ft. |
12th |
+4 |
Ability Score Improvement
|
1d8 |
12 |
+20 ft. |
13th |
+5 |
Tongue of the Sun and Moon
|
1d8 |
13 |
+20 ft. |
14th |
+5 |
Diamond Soul
|
1d8 |
14 |
+25 ft. |
15th |
+5 |
Timeless Body
|
1d8 |
15 |
+25 ft. |
16th |
+5 |
Ability Score Improvement
|
1d8 |
16 |
+25 ft. |
17th |
+6 |
Monastic Tradition feature
|
1d10 |
17 |
+25 ft. |
18th |
+6 |
Empty Body
|
1d10 |
18 |
+30 ft. |
19th |
+6 |
Ability Score Improvement
|
1d10 |
19 |
+30 ft. |
20th |
+6 |
Perfect Self
|
1d10 |
20 |
+30 ft. |
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Long Death
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Equipment
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Ki Saves
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Inventory
Headband of Intellect - set Int. to 19
2 Daggers
+1 chain shirt
20 Bolts
Leather Armor
Arcane Focus - Orb
Dungeoneer's Pack
Personality
Ideals
Bonds
Flaws
Other Proficiencies
- Light/Medium Armor
- Simple Weapons
- Dark Vision
- Flight