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Dwarf Drunk

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0% found this document useful (0 votes)
88 views6 pages

Dwarf Drunk

Uploaded by

namiyuarts
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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5 Monk (Way of the Astral Self)


CLICK HERE
TO CHANGE
THIS ICON
Dariax LEVEL & CLASS PLAYER NAME

Far Traveler Dwarf, Kaladesh 6,500 Add: 14,000


CHARACTER NAME BACKGROUND Exile RACE EXPERIENCE Next Level

F AC DESCRIPTION
● +5 STR -2 INT
PRO

13 Armor Unarmored Defense (Wis)

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

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

18 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
5 d8+5 35 ft

CONSTITUTION SAVING THROWS FAILURES


35 ft 14 ABILITY
SAVE DC
WISDOM

+5
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+7 Acrobatics (Dex)

PRO
● Light Medium Heavy Shields
PRO

20 +3 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
-2 Arcana (Int) > Ki Points 5 SR Shortsword
INTELLIGENCE ● +5 Athletics (Str) > Dwarven Fortitude (1d8+5 on dodge) 5 LR LANGUAGES TOOLS & OTHERS

-2
+3 Deception (Cha) > Common Mason's Tools
-2 History (Int) > Dwarvish Brewer's Supplies
● +6 Insight (Wis) Gnomish Alchemist Supplies
7
>

+3 Intimidation (Cha) > Halfling Vehicles (Land)


-2 Investigation (Int) >
WISDOM
● +6 Medicine (Wis) >

+3 -2 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +6 Perception (Wis)
16 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +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 <

+3 +4 Sleight of Hand (Dex) > Step of the Wind < <

● +7 Stealth (Dex) > Summon Astral Arms < <

+3 Survival (Wis) > Ki-Fueled Attack < <


16 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Astral Arms ✔ Dex Melee +7 1d6+4 Force


>
10 ft reach; When summoned, Dex save or 2d6 Force damage to all in 10ft of my choice
DESCRIPTION
Darkvision 60 ft
>

SENSES
>

NAME TOTAL NAME TOTAL


Darts 10 Unarmed Strike ✔ Dex Melee +7 1d6+4 Bludgeoning
>
Reload Reload

Darts ✔ Dex 20/60 ft +7 1d4+4 Piercing


>
Finesse, thrown
AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS
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.
Choose Feature
Add Features
Monk (Way of the Astral Self), level 5:
◆ Martial Arts (Monk 1, PHB 78) I have different ideas of personal space,invading others' space.
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword I have my own ideas about what is and is not food, and I find
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die the eating habits of those around me fascinating, confusing, or
When taking an Attack action with these, I get one unarmed strike as a bonus action revolting.
◆ Unarmored Defense (Monk 1, PHB 78) PERSONALITY TRAITS
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
◆ Ki (Monk 2, PHB 78) [5× per short rest] Suspicious: I must be careful, for I have no way of telling friend
I can spend ki points to fuel special actions (see third page) from foe here. (Any)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
◆ Unarmored Movement (Monk 2, PHB 78) [+10 ft] IDEALS
Speed increases and eventually lets me traverse some surfaces without falling as I move
◆ Deflect Missiles (Monk 3, PHB 78) [1d10 + 5 + Dexterity modifier; 1 ki to throw] My freedom is my most precious possession. I'll never let
As a reaction, I can reduce ranged weapon attack damage done to me anyone take it from me again.
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
◆ Arms of the Astral Self (Way of the Astral Self 3, TCoE 1)
BONDS
My ki mastery allows me to summon portions of my astral self; See 3rd page notes
◆ Slow Fall (Monk 4, PHB 78) [25 less falling damage]
I pretend not to understand the local language in order to avoid
As a reaction, I can reduce any falling damage I take by five times my monk level
interactions I would rather not have.

FLAWS

Feature Name: All Eyes on You

My accent, mannerisms, figures of speech all mark me as foreign.


Curious glances are directed my way wherever I go. A nuisance, but I
also gain the friendly interest of the curious. I can parley this
attention into access I might not otherwise have, for me and my
companions. Nobles, scholars, merchants, and guilds, might be
among the interested.
BACKGROUND FEATURE

Kaladesh Dwarf (+2 Constitution, +1 Wisdom)


Artisan's Expertise: I have proficiency and expertise with two
artisan's tools of my choice.
Whenever I make an Intelligence (History) check related to the
origin of any architectural construction, I am considered proficient in
the History skill and add double my proficiency bonus to the check,
instead of my normal proficiency bonus.
Dwarven Toughness: My hit point maximum increases by 1 for every
level I have.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> Chest, with: 25 > Backpack, with: 5 > Traveler's clothes 4 CP

> - 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

> - Lock 1 > - Waterskin 5 > - Mason's tools 8


>
>
- Manacles
- Oil, flasks of 5
6
1
>
>
- Hempen rope, feet of 50 0.2 >
>
5 GP

> - Pitons 10 0.25 > >


> - Iron spike 10 0.5 > > PP

> - Parchment, sheets of 10 > >


WEIGHT CARRIED
> - Ink, 1 ounce bottle of > >
188 lb
> - Ink pen 5 > >
ENCUMBERED
> - Poorly wrought maps > ATTUNED MAGICAL ITEMS
71 - 140 lb
> > >
HEAVILY ENCUMBERED
> > >
141 - 210 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 96.5 SUBTOTAL 59 SUBTOTAL 32.5 211 - 420 lb
Add Equipment EQUIPMENT
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.
◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
After taking the Attack action, I can make 2 unarmed attacks as a bonus action > FEAT: Dwarven Fortitude [XGtE 74]
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point] Whenever I take the Dodge action in combat, I can spend one
As a bonus action, I can take the Dodge action Hit Die to heal myself. I roll the die, add my Constitution
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point] modifier, and regain a number of hit points equal to the total
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so (minimum of 1). [+1 Constitution]
◆ Astral Arms (Way of the Astral Self 3, TCoE 1) [1 ki point]
As a bonus action, I can summon my astral arms for 10 minutes; I choose their appearance
While they are summoned, I can use Wisdom instead of Strength for Strength checks/saves > FEAT:

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

> MAGIC ITEM: Periapt of Wound Closure [DMG 184] ● Attuned


While I wear this pendant, I stabilize whenever I am dying at the
NOTES start of my turn. In addition, whenever I roll a Hit Die to regain
hit points, I double the number of hit points it restores.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


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.
Male 214 Medium 4'3" 162 Lbs
Dariax GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good - Black/Grey Teal Tan


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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TO CHANGE
THIS ICON

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


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.
Notes Page Options

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

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

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)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
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.

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