Level 5 Dragonborn Monk, Way of the Immortal Flame 6500
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Acolyte
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Magic Initiate.
STRENGTH Unarmored Defense (Monk) (14) 14 Cleric. Spellcasting ability: Wisdom.
PROFICIENCY BONUS +3
14
SHIELD Unarmored Defense. While you are wearing no armor and
AC not wielding a shield, your AC equals 14.
N
CIE C Martial Arts. Your unarmed strike does 1d6+2 damage.
+5 Strength
Y
PROFI
✘ You can use Strength or Dexterity for these attacks.When
+2 you use the Attack action with an unarmed strike or a
✘ +5 Dexterity
monk weapon on your turn, you can make one unarmed
+1 Constitution ARMOR CLASS strike as a bonus action. For example, if you take the
DEXTERITY Attack action and attack with a quarterstaff, you can also
+0 Intelligence make an unarmed strike as a bonus action, assuming you
MAXIMUM HIT DICE TEMPORARY
14
haven’t already taken a bonus action this turn.
+2 Wisdom
33 5d8
+1 Charisma Ki. You have 5 Ki Points and your Ki DC is 13
CONDITIONAL
Flurry of Blows (Bonus Action—Ki). Immediately after you
+2 take the Attack action on your turn, you can spend 1 ki
point to make two unarmed strikes.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS Patient Defense (Bonus Action—Ki). You can spend 1 ki
SAVING THROWS point to take the Dodge action on your turn.
12 N
CIE C
+2 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Step of the Wind (Bonus Action—Ki). You can spend 1 ki
Y
PROFI
point to take the Disengage or Dash action on your turn,
RT
EXPE
VISION INSPIRATION EXHAUSTION and your jump distance is doubled for the turn.
+2 Animal Handling (Wis)
+1 +0 Arcana (Int) Unarmored Movement. Your speed increases by 10 feet
while you are not wearing armor or wielding a shield.
✘ +5 Athletics (Str) Resistances. Fire
INTELLIGENCE Way of the Immortal Flame. Monks everywhere study
+1 Deception (Cha) and train to bring discipline and order to their lives, and
10 +0 History (Int) enlighten their minds.
✘ +5 Insight (Wis) Deflect Missiles (Reaction). You can deflect or catch the
missile when you are hit by a ranged weapon attack.
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS When you do so, the damage you take from the attack is
+0 +0 Investigation (Int) reduced by 1d10+7.If you reduce the damage to 0, you can
catch the missile if it is small enough for you to hold in one
+2 Medicine (Wis) Draconic Ancestry. hand and you have at least one hand free. If you catch a
WISDOM
Red. Your draconic ancestry is red. Your damage missile in this way, you can spend 1 ki point to make a
+0 Nature (Int) type is fire. Your breath weapon is 15 ft. cone (dex. ranged attack with the weapon or piece of ammunition
14 +2 Perception (Wis) save). you just caught, as part of the same reaction. You make
this attack with proficiency, regardless of your weapon
+1 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale proficiencies, and the missile counts as a monk weapon for
the attack.
+1 Persuasion (Cha) destructive energy. Your breath weapon does 2d6
+2 ✘ +3 Religion (Int)
fire damage in a 15 ft. cone (dex. save) DC 12 Slow Fall (Reaction). Reduce any falling damage you take
by 25.
+2 Sleight of Hand (Dex) Damage Resistance. You have resistance to fire.
CHARISMA
Extra Attack. You can attack twice, instead of once,
✘ +5 Stealth (Dex) whenever you take the Attack action on your turn.
12 +2 Survival (Wis)
SKILLS
Stunning Strike (Ki). When you hit another creature with a
melee weapon attack, you can spend 1 ki point to attempt
a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of
+1 12 PASSIVE PERCEPTION
your next turn.
Fire Within. As a bonus action, spend 3 ki points: you have
ADVANTAGE
fire resistance, you shed bright/dim light 30/60 ft., you
hover instead of walking, ranged fire unarmed strikes, 2
INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS
fire damage when attacked by melee weapon attack.
NAME RANGE ATTACK DAMAGE / TYPE
Dagger 20/60 +5 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Armor Proficiencies. –
Weapon Proficiencies. Simple Weapons,
Shortsword
Tool Proficiencies. Flute
Languages. Common, Draconic, Dwarvish, Elvish
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
_ _
GENDER AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
FLAW BACKGROUND STORY
Shelter of the Faithful
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Ring of Brief Blessing. This silver ring is set with a clear,
Explorer’s Pack 1 10 [Ring of Brief Blessing] 1 — round crystal that glows faintly when the ring is used.
[Dagger] 1 1 While wearing this ring, when you make an attack roll,
Dagger 1 1 ability check, or saving throw, you can give yourself
advantage on the roll. The ring can’t be used again until
the next dawn.
ATTUNED MAGIC ITEMS 1 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 0 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
12 lb / 210 lb 420 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Guidance Spare the Dying Sanctuary
Divination Cantrip Necromancy Cantrip 1st-level abjuration
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)
You touch one willing creature. Once before the spell ends, the target You touch a living creature that has 0 hit points. The creature You ward a creature within range against attack. Until the spell ends,
can roll a d4 and add the number rolled to one ability check of its becomes stable. This spell has no effect on undead or constructs. any creature who targets the warded creature with an attack or a
choice. It can roll the die before or after making the ability check. The harmful spell must first make a Wisdom saving throw. On a failed
spell then ends. save, the creature must choose a new target or lose the attack or
spell. This spell doesn’t protect the warded creature from area
effects, such as the explosion of a fireball. If the warded creature
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.
Cleric Player’s Handbook Cleric Player’s Handbook Cleric Player’s Handbook
Explorer’s Pack Dagger Dagger
Equipment Packs Weapons Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.
10 lbs. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Ring of Brief Blessing
Rings
This silver ring is set with a clear, round crystal that glows
faintly when the ring is used. While wearing this ring, when
you make an attack roll, ability check, or saving throw, you
can give yourself advantage on the roll. The ring can’t be
used again until the next dawn.
0 lb. Mordenkainen’s Tome of Marvelous Magic II