Character
    Ki Points
    Currency
    • d4
    • d6
    • d8
    • d10
    • d12
    • d20
    Who-Dini
    • Monk 7
    • Background Faceless Criminal
    • Player Name Jimmy
    • Race Owlin
    • Alignment True Neutral
    • Experience Points 0
    Character
    Abilities
    Spells
    Guides
    Notes
    • Quarterstaff

      1d6 bludgeoning - versatile (1d8)

    • Wand of Magic Missiles

      ----7 charges regain 1d6 +1
      ----1 charge = 1st level

    • 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.

    • 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.

    • Kellogg's Blade

      1d4 + 1d4 per day of no masturbation

    • +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.

    • *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.

    • *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.

    • *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).

    • *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.

    • *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.

    • *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.

    • *Extra Attack

      Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    • *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.

    • *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.

    • *Ki-Empowered Strikes

      Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    • *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.

    • *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.

    • *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.

    • Lvl. 1

      Magic Missile

      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.

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    Initiative
    Speed
    Failures
    Successes
    Equipment
    • Ki Saves

      Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

    Inspiration
    Proficiency Bonus
    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
    Languages
    • Common
    Other Proficiencies
    • Light/Medium Armor
    • Simple Weapons
    • Dark Vision
    • Flight