Class & Level

Way of Shadow Monk Lvl 3

Species

Human

Background

Hermit

Alignment

Neutral / good

Strength

12

+1

Dexterity

18

+4

Constitution

14

+2

Intelligence

10

+0

Wisdom

16

+3

Charisma

8

-1

17

Armour
Class

+4

Initiative
Bonus

40

Movement
Speed

24

Max Health Points

Saving Throws

Strength

+3

Dexterity

+6

Constitution

+2

Intelligence

+0

Wisdom

+3

Charisma

-1

+2

Proficiency
Bonus

WIS

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+6

Animal Handling Wis

+2

Arcana Int

+0

Athletics Str

+1

Deception Cha

-1

History Int

+0

Insight Wis

+3

Intimidation Cha

-1

Investigation Int

+0

Medicine Wis

+5

Nature Int

+0

Perception Wis

+3

Performance Cha

-1

Persuasion Cha

-1

Religion Int

+2

Sleight of Hand Dex

+4

Stealth Dex

+6

Survival Wis

+3

Traits & Gear

Traits

Haunted by recurring dreams of a vast, ancient mind whispering from beneath black waters, you believe Chult holds the source of these psionic summons. You’ve left your mountain monastery to seek the truth of the call—whether it’s a path to enlightenment or the lure of something hungry in the deep.

Equipment & Money

Shortsword: +6 to hit, 1d6+4 Damage
An herbalism kit in which you are proficient

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

<img class="alignnone wp-image-1628" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Skill-Ability-Feat-Ki-Resonation-Punch-Icon-300×300.png" alt="" width="44" height="44" />   Focus Ki

You have mastered both body and mind and have mastered the use of Ki (Chi or Qi) to empower you.

You have 3 Ki points that replenish after a short rest.

Patient Defence: Spend one ki point to take the dodge action. Attacks from opponents you can see have disadvantage.

Step of the Wind: 1 Ki point. You can dash as a bonus action, and your jump distance is doubled.

<img class="alignnone size-full wp-image-2335" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Feat-Rogue-sorcerer-shadow-walk-stealth-hide-icon.png" alt="" width="64" height="64" />  Shadow Arts

You can use 2 Ki points to cast the Lv2 spells you have.

Actions

Abilities that take require an action, bonus action or reaction. 

Shortsword

+5 to hit, 1d6 + 3 piercing dmg.

Flurry of Blows

This cat is as fast as lightning, it’s a little bit frightening! You use one of your Ki points to hit with 2 unarmed strikes (karate chops, spin kicks, your choice) as a bonus action, but only after attacking with your weapon. Each blow is +6 to hit 1d4+4 damage.

Deflect Missiles

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 1d 10 +7. If you reduce the damage to 0, you can catch the missile. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack up to 20/60 feet with it.

Telekinetic Shove

You can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a STR saving throw (DC 13) or be moved 5 feet toward or away from you.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Ki Points : D20 : 🟧🟧🟧

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Silent Image

Casting Time: 1 action | Range: 30 feet | Duration: 1 minute

You can make either a sound or an image. Images don’t make sound and can be no larger than 5ft. Creatures will sense it’s an illusion if they get close to it.

Mage Hand

Casting Time: 1 action | Range: 30 feet | Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand and it can do anything except attack or lift over 5lbs.  You can move the hand up to 30 feet each time you use it.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Pass Without a Trace Lv2

Casting Time: action | Range: Self, 30 feet radius | Duration: Concentration, up to 1 hour

All creatures in range gain +10 to stealth checks and can’t be tracked by non-magical means.

Silence Lv2

Casting Time: Action |Range: 120 feet | Duration: Concentration, up to 10 minutes

Create a 20ft radius sphere that removes all sound. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.