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Gack

5 Level (0/14000 XP for level-up) Wildspacer Background Plasmoid Race / Species / Heritage Lawful Evil Alignment
Monk of Mercy
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
13
+1
DEX
18
+4
CON
15
+2
INT
13
+1
WIS
16
+3
CHA
8
-1
56
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
50
Speed (walk/run/fly)
5 / 5
Ki
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+7 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
-1 Deception CHA
+1 History INT
+6 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
PAUNCH +4 DEX 1d6+4
 They my goo fists
Attacks

Spell Book

Wildspace Adaptation


    • Tough HP +12 @ lvl 5. +2/lvl

    • Gack does not have disadvantage on melee attacks in zero gravity.




Mobile

  • Your speed increases by 10 feet.

  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.



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 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.

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.

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













Features & Traits
Belaying Pin (Club)
Traveler's Cloths
Grappling Hook
50 feet of hemp rope
10 darts
Explorer's Pack

Magic Item:
Ring of Shooting Stars
or
Dragonhide Belt of +1

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 635, Platinum: 0 Money
Ki Save DC 14

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.

Pseudopods of Healing- As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Pseudopods of Harm- When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Stunning Strike
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.
Spellcasting
Languages
Common

Proficiencies
Navigator's tools
herbalism kit
Space Vehicles
Cook’s Utensils
Shortswords
Simple Weapons

Languages & Proficiencies
Might. If I become strong, I can take what I want--what I deserve. (Evil)


Freedom. Everyone should be free to pursue his or her livelihood. (Chaotic)

Ideals
I owe everything to my mentor--a horrible person who's probably rotting in jail somewhere. He was the one that took him from his home world and the person that abandoned him when he needed him most.


I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. The others he trained with told him that it would come with time. It's been 80 years and Gack is getting impatient.

Bonds
I am invincible!

and I can't help eating everything in sight.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

The statblocks of your class features

Player's Handbook p77

Monk

Level Proficiency Bonus Martial Arts Ki Points Unarmoured Movement Features
1st +2 1d4 - - Unarmoured Defense, Martial Arts
2nd +2 1d4 2 +10ft Ki, Unarmored Movement
3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition Feature
7th +3 1d6 7 +15ft Evasion, Stillness of Mind
8th +3 1d6 8 +15ft Ability Score Improvement
9th +4 1d6 9 +15ft Unarmored Movement Improvement
10th +4 1d6 10 +20ft Purity of Body
11th +4 1d8 11 +20ft Monastic Tradition Feature
12th +4 1d8 12 +20ft Ability Score Improvement
13th +5 1d8 13 +20ft Tongue of the Sun and Moon
14th +5 1d8 14 +25ft Diamond Soul
15th +5 1d8 15 +25ft Timeless Body
16th +5 1d8 16 +25ft Ability Score Improvement
17th +6 1d10 17 +25ft Monastic Tradition Feature
18th +6 1d10 18 +30ft Empty Body
19th +6 1d10 19 +30ft Ability Score Improvement
20th +6 1d10 20 +30ft Perfect Self
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per level
armor proficiencies: None
weapon proficiencies: Simple weapons, Shortswords
tools: Choose one type of artisan’s tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts
spellcasting:
None.

class features:
Unarmored defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial arts
At 1st level, 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 armor 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 1d4 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.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki 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 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.

Unarmored movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic tradition
When you reach 3rd level, you commit yourself to a monastic tradition, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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 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.

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.

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.

Ki-empowered strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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.

Purity of body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the sun and moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
subclass options:
  WiP: Way of the Astral Self, Way of the Drunken Master, Way of the Kensei, Way of the Long Death, Way of the Open Hand, Way of the Shadow, Way of the Sun Soul

Tasha's Cauldron of Everything p49

Monk (Way of Mercy)

Level Feature
3rd Implements of Mercy, Hand of Healing, Hand of Harm
6th Physician's Touch
11th Flurry of Healing and Harm
17th Hand of Ultimate Mercy
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: This subclass gains proficiency with the Herbalism kit at 3rd level (see Implements of Mercy feature).
saving throws: No additional saving throw proficiencies.
skills: This subclass gains proficiency in Insight and Medicine at 3rd level (see Implements of Mercy feature).
starting equipment:
This subclass receives a Merciful Mask at 3rd level (see Implements of Mercy feature).
spellcasting:
None.

class features:
Implements of mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the following: 1 - Raven, 2 - Black and White, 3 - Crying visage, 4 - Laughing visage, 5 - Skull, 6 - Butterfly.

Hand of Healing
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch
Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm
Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy
By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can't use it again until you finish a long rest.
subclass options:
This is one of the subclasses available to Monks. For other subclasses, see Monk.

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Plasmoid

Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar form, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves called ganglia. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are sometimes mistaken for a rock or some other feature of the environment.
ability score increase: Increase one ability score by 2 and increase a different one by 1,
age: Typical lifespan is about a century.
alignment: Varies
Size: Medium
speed: 30ft
Languages: Your can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
race features:

Creature Type

You are an Ooze.

Size

You are Medium or Small. You choose the size when you gain this race.

Amorphous

You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

Darkvision

. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Hold Breath.

You can hold your breath for 1 hour.

Natural Resilience

You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self

If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required)at 5h level you can create a 3rd arm. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.
Oozes are amorphous blob-like creatures that are usually mindless. Most oozes were once created by some arcane process, but then later reproduce asexually.

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