Monk 3
Monk 3
Monk 3
• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +4 Dexterity
+3
+1 Constitution +2 14 21 --
-1 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
16
+0 Charisma
Total
3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+2 Perception WI
WISDOM
+0 Performance CH === ACTIONS === Step of the Wind
+2 +0 Persuasion CH
Standard Actions You can spend 1 ki point to take the Disengage or
Attack, Cast a Spell, Dash, Disengage, Dodge, Dash action as a bonus action on your turn, and your
-1 Religion IN Help, Hide, Ready, Search, Use an Object, jump distance is doubled for the turn.
15 Opportunity Attack, Grapple, Shove, Improvise, Two-
P +4 Sleight of Hand DE Weapon Fighting, Interact with an Object Unarmed Strike
When you use the Attack action with an unarmed
P +4 Stealth DE === BONUS ACTIONS === strike or a monk weapon on your turn, you can make
CHARISMA +2 Survival WI Flurry of Blows one unarmed strike as a bonus action.
After you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes as === REACTIONS ===
+0 a bonus action. Deflect Missiles
You can use your reaction to deflect or catch the
Patient Defense missile when you are hit by a ranged weapon attack.
11 You can spend 1 ki point to take the Dodge action When you do so, the damage you take from the
SKILLS ACTIONS
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Monk 3 Smegaslayer
CLASS & LEVEL PLAYER NAME
* Ki • PHB 78 | 1 Reaction
You can spend Ki Points to fuel ki features. You have
3 points per short rest and your Ki save DC is 12. | Deflect Missiles Attack: 1 Reaction
<strong>Flurry of Blows</strong> - After you take the * Open Hand Technique • PHB 79
Attack action on your turn, you can spend 1 ki point to Whenever you hit with one of your Flurry of Blows
make two unarmed strikes as a bonus action. attacks, you can impose one of the following effects
on that target: fall prone if it fails a DEX saving throw
<strong>Patient Defense</strong> - You can spend 1 (DC 12), get pushed up to 15 ft. if it fails a STR saving
ki point to take the Dodge action as a bonus action on throw (DC 12), or it can't take reaction until the end of
your turn. your next turn.
SP 0 Shortsword 1 2 lb.
Backpack 1 5 lb.
EP 0 Clothes, Fine 1 6 lb.
PUSH/DRAG/LIFT
480 lb.
EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.