Dwarf Drunk
Dwarf Drunk
F AC DESCRIPTION
● +5 STR -2 INT
PRO
68 +3 17
Set Max HP
STRENGTH ● +7 DEX +3 WIS
Shield
+2 +5 CON
RESISTANCES
+3 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor
Magic
Poison
14 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on saves vs. poison +4 ARMOR
+5
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex)
PRO
● Light Medium Heavy Shields
PRO
-2
+3 Deception (Cha) > Common Mason's Tools
-2 History (Int) > Dwarvish Brewer's Supplies
● +6 Insight (Wis) Gnomish Alchemist Supplies
7
>
● +6 Persuasion (Cha) > Attack (2 attacks per action) Flurry of Blows (after Attack action)
< Deflect Missiles <
CHARISMA -2 Religion (Int) > Quickened Healing Patient Defense (Hit Dice) < Slow Fall <
SENSES
>
FLAWS
> - Case, map or scroll 2 1 > - Bedroll 7 > Piece of jewelry worth 10 gp
> - Portable ram 35 > - Mess kit 1 > Belt pouch (with coins) 1 SP
> - Hammer 3 > - Tinderbox 1 > Darts 10 0.25
> - Chain, feet of 10 1 > - Torches 10 1 > - Brewer's supplies 9
> - Bullseye lantern 2 > - Rations, days of 10 2 > - Alchemist's supplies 8 EP
Can use the arms for unarmed strike with +5 ft reach and can use Wis instead of Str/Dex
When I summon the arms, all creatures of my choice within 10ft take 2 M.A force damage
Attacks made with the arms deal force damage
◆ Stunning Strike (Monk 5, PHB 79) [1 ki point]
After I hit a creature with a melee weapon attack, I can spend a ki point to try to stun it
It has to succeed on a Constitution save or be stunned until the end of my next turn
◆ Focused Aim (Ki Enhancement, TCoE 49) [1-3 ki points] > FEAT:
When I miss an attack roll, I can spend 1 to 3 ki points to increase my attack roll by 2 for each
of these ki points I spend, potentially turning the miss into a hit
◆ Ki-Fueled Attack (Ki Enhancement, TCoE 48)
If I spend a ki point during my action, I can make an unarmed strike as a bonus action before
the end of my turn
◆ Quickened Healing (Ki Enhancement, TCoE 49) [2 ki points]
As an action, I can regain a number of hit points equal to the roll of my martial arts die plus > FEAT:
my proficiency bonus
◆ Distant Eye (Ki Enhancement, UA:CFV 6) [1 ki point]
My ranged weapon attacks during this turn ignore the disadvantage from long range
FEATS
EXTRA EQUIPMENT
ORGANIZATION
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APPEARANCE
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)