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Milk

6 Level (0/23000 XP for level-up) Revolutionist Background Vulpis Race / Species / Heritage Lawful Neutral Alignment
Monk
Level 6
Hit Dice: 6/6
1d8+3 Class 1

STR
5
-3
DEX
19
+4
CON
16
+3
INT
11
+0
WIS
11
+0
CHA
18
+4
51
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
6 / 6
Ki
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-3 Athletics STR
+4 Deception CHA
+0 History INT
+3 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

---------------------------------------------------------Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

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Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

------------------------------------------------
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
-------------------------------------------------
Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
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Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
-------------------------------------------------
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
----------------------
Ki-Fueled Attack (Optional)
Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
-----------------------
Alert
Always on the lookout for danger, you gain the following benefits:

You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
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Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
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Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
------------------------------------------
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. 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 your next turn.
------------------------------------------
Focused Aim (Optional)
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
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Feature: Political Affiliation
In your travels, you could run into people or governments who support your revolution and/or political ideals. They might give you or your party members supplies, gossip, or currency, merchants might lower prices of their goods for you, or mercenaries might fight with you for a lower price. A government could inform guards to ignore minor crimes or even allow access to areas otherwise restricted to others (if the revolutionary army you associate with is influential, of course).

On the other hand, you might run into people or governments that oppose you. They might be extra cautious of what you do, blame you for crimes and misdemeanors that you may not even know happen, or dismiss you entirely. Opposing governments may be a bigger threat, arresting you on sight, or not allowing you into major cities

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Darkvision 60

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: -7, Platinum: 0 Money
Weapons: Simple weapons, shortswords
Tools: Tinker’s tools, Alchemist’s supplies
Languages: Common, Foxish

Languages & Proficiencies
I'm always looking for something new. Like new food, new music, and the like.

Personality Traits
Civilization I'm committed to the entirety of civilization, not just my homeland.

Ideals
A friend betrayed me in the battlefield, I will never forgive him/her.

Bonds
I tend to feel hate stronger than I feel love.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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