Class & Level

Way of Elements Monk

Species

Half Orc

Background

Hermit

Alignment

______________

Strength

15

+2

Dexterity

17

+3

Constitution

16

+3

Intelligence

10

+0

Wisdom

15

+2

Charisma

11

+0

15

Armour
Class

+3

Initiative
Bonus

40

Movement
Speed

27

Max Health Points

Saving Throws

Strength

+4

Dexterity

+5

Constitution

+3

Intelligence

+0

Wisdom

+2

Charisma

+0

+2

Proficiency
Bonus

WIS

+4

Spellcasting
Modifier

12

Spellsave
DC

Skills

Acrobatics Dex

+5

Animal Handling Wis

+2

Arcana Int

+0

Athletics Str

+2

Deception Cha

+0

History Int

+0

Insight Wis

+2

Intimidation Cha

+2

Investigation Int

+0

Medicine Wis

+4

Nature Int

+0

Perception Wis

+2

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+2

Sleight of Hand Dex

+3

Stealth Dex

+5

Survival Wis

+2

Traits & Gear

Traits

 

Savage Attacks

Equipment & Money

 

 

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.

Darkvision

You can see in darkness (shades of grey) up to 60ft

Relentless Endurance

When you are reduce to 0 HP but not killed, you can rise with 1 hp instead once per long rest

Savage Attacks

When you score a Critical Hit, roll one of the weapon’s dice one additional time and add it as extra damage

Actions

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

Dart

Range (20ft)

+5 to hit

1d4+3 piercing

Shortsword

+5 to hit

1d6+3 slashing

Unarmed Strike

+5 to hit

1d4+3 bludgeoning

Unarmed Strike

Melee Attack

+5 to hit

1d4+3

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.

 

Deflect Missile

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 +6. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

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 : – : 🟥🟥🟥

 

 

Spells

Cantrips

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

Spells

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

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.

Patient Defence

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Rush of the Gale Spirits

Spend 2 Ki points to cast

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Fist of Four Thunders

Spend 2 Ki to send a wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.