Gern Longtooth | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gern Longtooth

Monk 3 Class & Level
Outlander Background
Half-Orc Race
Lawfull Neutral Alignment

Strength 15
+2
Dexterity 17
+3
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 6
-2
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+4 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
-2 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+0 Arcana
+4 Athletics
-2 Deception
+0 History
+2 Insight
+0 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+2 Perception
+0 Performance
-2 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+4 Survival
skills

 
15
Armor Class
19
Hit Points
+3
Initiative
40/8
Speed
WeaponAttackDamage
3-section-staff (Quarterstaff) 1d20+5 1d6+3
Unarmed Attack 1d20+5 1d4+3
Darts 1d20+5 1d4+3
Attacks
Simple (Monk) Weapons, Shortsword, Cook utensils, Flute, Performance Skill
Proficiences
NO ARMOR!!!
Explorars Pack, Hunting Trap, Animal Trophy, Travel Clothes, Pouch, 10 gold
Equipment
I am driven by wanderlust that led me away from home.
Personality Traits
Honor: If I dishonor myself, I dishonor my monastary.
Ideals
My monastary is the most important thing in my life, even when they are far from me.
Bonds
I am too enamored of ale, wine, and other spirits.
Flaws
Darkvision: 60ft (12)
Relentless Endurance: when you are reduced to 0 hit points but not killed outright, you can drop to 1 hitp point instead. You can't use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Martial Arts: Beginning at 1st level, whiole you are wearing no armor and not wielding a shield, your AC equals 10+your Dex. Mod + your Wis. Mod.
Martial Arts: when you are not wearing armor or wielding a shield, but you can use a Monk weapon, you gain the following benefits:
* You acan use Dexterity instead of Str. 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 mink 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.

Wanderer (background): You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Ki Points: You get 1 ki point for every level you have (see Monk table). You can use these points on your turn to fuel special Ki Features: Flurry of Blows, Patient Defense & Step of the Wind. You must finish a short/long rest to get all expended Ki points back. During the rest you must meditate at least 30 minutes to do so. Some ki Features require your target to make a sing throw: Ki Save DC = 8+your Prof. Bonus + your Wisdom Mod..
Unarmored Movement: your speed increases with 10 ft, if you are not wearing armor or wielding a shield. This bonus increases when you reach higher levels: see Monk table.
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 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, which has a normal range of 20 feet and a long range of 60 feet.
Bonus Proficiencies (Drunken Master): when you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with Brewer's supplies if you don't already have it.
Drunken Technique: At 3rd level, 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

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Roy Bouwman.

Statblock Type

Character Sheet (Legacy)

Link/Embed