Monk DND
Monk DND
Monk DND
INSPIRATION
STRENGTH You are fiercely protective of anyone you
13 +2 40/30 consider a friend.
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
You analyze (out loud) the potential threat
posed by every creature you meet.
15 PERSONALITY TRAITS
+3 +2 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
17 +1 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+4 Acrobatics (Dex) Total 3d8 SUCCESSES
-1 -1
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 +1 Insight (Wis)
Quarterstaff +5 1d6 + 3 bludgeoning
Damage
WISDOM
-1
-1
Intimidation (Cha)
Investigation (Int)
Resistances:
+1 Medicine (Wis) poison
+1 ●
+1 Nature (Int)
●
+3 Perception (Wis) - Martial Arts.
12
-1 Performance (Cha)
Unarmed strike or (additional
CHARISMA
-1
-1
Persuasion (Cha)
Religion (Int) monk weapon, features & traits
-1 +2 Sleight of Hand (Dex)
melee, 1d4 + 3 on last page)
+2 Stealth (Dex)
8 +1 Survival (Wis) damage.
SKILLS ATTACKS & SPELLCASTING
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
1 6'8 375
AGE HEIGHT WEIGHT
Monk White Green None
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Flurry of Blows. After you take Attack action, spend 1 ki to make 2 unarmed strikes.
Martial Arts. Make an extra unarmed strike when you take Attack action.
Step of the Wind. Spend 1 ki point to take the Disengage or Dash action and jump distance is
doubled for the turn.
-------------Reactions-------------
Deflect Missiles. When hit by a ranged attack, reduce the damage by 1d10 + 5. If you reduce it to
0, you can catch the missile and use it in a ranged attack as a monk weapon with range 20/60.
-----------Other Traits------------
Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of
these spells, you use its casting time and other rules, but you don't need to provide material
components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an
elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher
level, as burning hands does. The spell's level increases by 1 for each additional ki point you
spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning
hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki
points plus 1)
The maximum number of ki points you can spend to cast a spell in this way (including its base ki
point cost and any additional ki points you spend to increase its level) is determined by your monk
level, as shown in the Spells and Ki Points table. .
Disciple of the Elements . At 3rd level, you learn magical disciplines that harness the power of the
four elements. A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice,
which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental
discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that
you already know with a different discipline.
Integrated Protection. You have a natural armor class. You don't benefit from wearing armor
except shields. Each time you finish a long rest, choose one of the following protection modes,
provided you meet the mode's prerequisite.
Iron Fists. Your unarmed strikes deal 1d4 + your Strength modifier of bludgeoning damage.
Powerful Build. You count as one size larger when determining your carrying capacity and the
weight you can push, drag, and lift.
Sentry Rest. When you take a long rest, you must spend at least 6 hours of it in an inactive,
motionless state. You appear unconscious, but can see or hear as normal.
Warforged Resilience. You have resistance to poison damage and advantage on saves against
being poisoned. You are immune to disease, and don't need to eat, drink, or breathe. You also
don't need to sleep, and don't suffer exhaustion from lack of rest. Magic can't put you to sleep.