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Neim Frith

2 Level (0/900 XP for level-up) Guide Background Eladrin Race / Species / Heritage Neutral Good Alignment
Monk
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
12
+1
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
14
+2
CHA
10
+0
15
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+0 Deception CHA
+3 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +1 STR 1d6+1 Piercing
 Ammunition, Range, Two-Handed, Vex
Attacks

  1. Monk's Focus: Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
  2. Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
  3. Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
  4. Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
  5. Unarmored Movement: Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
  6. Uncanny Metabolism: When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can’t use it again until you finish a Long Rest.




Features & Traits
Shortbow, Cartographer's Tools, Bedroll, Tent, Arrows, Traveler's Clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 3, Platinum: 0 Money
Undercommon, Common

Languages & Proficiencies


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