Jürgen Honey-Tongue | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Jürgen Honey-Tongue

3 Level (0/2700 XP for level-up) Mercenary Veteran Background Nord Race / Species / Heritage Chaotic Good Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR
10
+0
DEX
20
+5
CON
11
+0
INT
8
-1
WIS
10
+0
CHA
18
+4
21
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
3 / 3
Stamina
1d4 /
Martial Arts
10ft /
Unarmoured Movement
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+7 Dexterity
+0 Constitution
-1 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+6 Deception CHA
-1 History INT
+2 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unbreakable Bottle +7 DEX 2d4+5 bludgeoning
 Light
Darts x10 +5 DEX 1d4+5 piercing
 Finesse, Range 20/60
Attacks
Race:

  • Atmoran Ancestry: You are resistant to all Cold damage but weak to fire damage.

  • Battlecry: As an action you shout a battle cry that strikes fear into an enemy. Choose an enemy within 60ft from you. That target must succeed on a Wisdom saving throw or become frightened of you. The difficulty check of this save is equal to 8 + your Constitution modifier + your proficiency modifier. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can't use it again until you finish a short or long rest.


Monk:

  • Unarmoured Defence:
    While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • Martial Arts:
    Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

    You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armour or wielding a shield:

    -You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    -You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
    -When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

  • Stamina:
    Your training allows you to harness the energy of stamina. Your access to this energy is represented by a number of stamina points. Your monk level determines the number of points you have, as shown in the Stamina Points column of the Monk table.

    You can spend these points to fuel various stamina features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more stamina features as you gain levels in this class.

    When you spend a stamina point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended stamina back into yourself. You must spend at least 30 minutes of the rest meditating to regain your stamina points.

    Some of your stamina features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

    Stamina save DC = 8 + your proficiency bonus + your Wisdom modifier
    -Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 stamina point to make two unarmed strikes as a bonus action.
    -Patient Defense. You can spend 1 stamina point to take the Dodge action as a bonus action on your turn.
    -Step of the Wind. You can spend 1 stamina point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

  • Unarmoured Movement:
    Your speed increases by 10 feet while you are not wearing armour or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

  • Deflect Missiles:
    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 Stamina point to make a ranged attack with a range of 20/60 using 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.

  • Drunken Technique:
    You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.



Features & Traits

  • Backpack

  • Bedroll

  • Mess Kit

  • Tinderbox

  • 10 Torches

  • 10 Days of Rations

  • Waterskin

  • 50ft Rope

  • Dice Set

  • Fighters Guild Uniform

  • Fighters Guild Apprentice Badge

  • Old Lute (named Lyra)



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Languages:

  • Tamrielic (Common)



Weapons:

  • Simple Weapons

  • Short Swords

  • Two-Handed Weapons



Other:

  • Dice

  • Land Vehicles

  • Brewer's Supplies



Languages & Proficiencies

  • Drunkard

  • Witty

  • Flirty

  • Combative

  • Fiery

  • Sly

  • Selfish

  • Brave

  • Resilient

  • Patient

  • Cunning



Personality Traits

  • Wants work to fuel alcoholism

  • Enjoys the company of anyone of any race or any gender he thinks is attractive

  • Loves the cold, dislikes heat

  • Favourite drink is mead, but will drink most any alcohol

  • Loves fighting

  • Does not give a fuck about politics, world events or history

  • Enjoys animals immensely

  • Favourite pastime is playing his lute (His daughter loved his playing)

  • Is Polyamorous and is very open about his sexuality



Ideals

  • Apprentice of the Fighters Guild

  • Owns a small shack in Chorrol

  • Formerly had a family in Skyrim, after taking a contract as a mercenary against a rival faction his family got caught in the crossfire, he lost his wife, daughter and boyfriend



Bonds

  • Nearly always drunk

  • Self-oriented

  • Spends money frivolously

  • Reckless in combat

  • Arrogant



Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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