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Cal (Tier 2)

5 Level (2700/14000 XP for level-up) Entertainer Background Tabaxi Race / Species / Heritage None Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
12
+1
DEX
20
+5
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
10
+0
35
Hit Points
+10
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40ft
Speed (walk/run/fly)
16
Passive Perception
5 / 5
Ki
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+8 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+0 Deception CHA
+4 History INT
+3 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+6 Perception WIS
+3 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +1 STR 1d6+1 Bludgeoning
 Versatile
Dart +5 DEX 1d4+5 Piercing
 Finesse, Thrown
Attacks

Monk Features


Unarmored Defense

While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.

Martial Arts

While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Ki

You can spend Ki Points to fuel ki features. You have 5 points per short rest and your Ki save DC is 14.

Flurry of Blows - 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

Your speed increases by 10 feet while you are not wearing armor or wielding a shield.

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 +10. 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 range 20/60.

Ability Score Improvement

Feat

Gift of the Metallic Dragon

Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by 25.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 14).

Monastic Tradition


Way of the Ascendant Dragon



Draconic Disciple


  • Draconic Presence: If you fail a CHA (Intimidation) or (Persuasion) check, you can use your reaction to reroll the check. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

  • Draconic Strike: When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

  • Tongue of Dragons: You learn to speak, read, and write Draconic or one other language of your choice.

  • Breath of the Dragon

    When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of draconic energy in either a 20 ft. cone or a 30 ft. line that is 5 ft. wide (your choice). You choose the damage type for your Breath weapon: acid, cold, fire, lightning, or poison. Each creature in that area must make a DEX saving throw (DC 14) taking 2d6 damage on a fail, or half as much on a success.

    You can use this feature 3 times per long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

    RACIAL TRAITS


    Darkvision

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

    Feline Agility

    When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

    Cat’s Claws

    You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

    Cat’s Talent


    You have proficiency in the Perception and Stealth skills.

    FEATS



    [h3]Gift of the Metallic Dragon
    Draconic Healing. You learn the cure wounds spell. Once per long rest, you can cast it without expending a spell slot. You can also cast it using any spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).

    Protective Wings. When you or another creature you can see within 5 ft. of you is hit by an attack, you can use your reaction to grant a +3 bonus to the target’s AC against that attack roll, potentially causing it to miss. You can use this reaction 3 times per long rest.

    Features & Traits
    Ear Cuff of the Vampire Bat, Quarterstaff, Dart, Clothes Costume

    Equipment Copper: 86, Silver: 12, Electrum: 0, Gold: 26, Platinum: 0 Money
    Common, Draconic, Undercommon

    Languages & Proficiencies
    I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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.

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