Stats
Features
Backpack
Character Name
Class & Level
Background
Player Name
Race
Alignment
Experience Points
Strength
Dexterity
Constitution
Wisdom
Intelligence
Charisma
Inspiration
Proficiency Bonus
Strength
Dexterity
Constitution
Wisdom
Intelligence
Charisma
Saving Throws
Acrobatics
(Dex)
Animal Handling
(Wis)
Arcana
(Int)
Athletics
(Str)
Deception
(Cha)
History
(Int)
Insight
(Wis)
Intimidation
(Cha)
Investigation
(Int)
Medicine
(Wis)
Nature
(Int)
Perception
(Wis)
Performance
(Cha)
Persuasion
(Cha)
Religion
(Int)
Sleight of Hand
(Dex)
Stealth
(Dex)
Survival
(Wis)
Skills
Passive Perception
Passive Insight
Passive Investigation
Other Proficiencies and Languages
Languages: Common, Thieves Cant, Vistani Alchemists Supplies, Disguise Kit, Herbalism Kit, Thieves Tools, Poisoners Kit. CON save DC 17 (Dex). Simple weapons, Light Martial weapons: (Scimitar, Shortsword). Carry: 175 lbs. Lift: 390 lbs.
AC
Initiative
Speed
Hit Point Maximum
Current Hit Points
Temporary Hit Points
Total
Hit Dice
Death Saves
Successes
Failures
Attacks & Spellcasting
Name
Bonus
Damage/Type
Equipment
cp
sp
ep
gp
pp
(A) Dragonhide Belt (Very Rare: +3). +3 Ki DCRegain MA die (1d8) Ki points 1/day.Ring of Spell Storing (5 x Invisibility)Wraps of Unarmed Prowess +1(A) Bracers of Defence (+2)Non-magical +1 silver daggerSpear +1 with poison cacheDeck of WonderSilver Cord Astral Whip
Personality
I ask a lot of questions.I bluntly say what other people are hintingat or hiding.
Ideals
The low are lifted up, and the high andmighty are brought down. Change is thenature of things.
Bonds
No one else should have to endure thehardships I've been through.
Flaws
I'd rather kill someone in their sleep thanfight fair.
Features & Traits
Extra Attack (2/3/5) Unarmed attack Deflect attack -(1d10+18) Disengage Dash Ki [10] (DC 20): OOOOOOOOOOOO - OOOOO (1) Flurry of Blows: 3 unarmed attacks (1) Disengage + Dodge + 2d8 HP (1) Disengage + Dash + 2 * Jump (bring friend) (1) Redirect attack (60') DEX save, 2d8+5 (1) Stunning Strike (CON) or 1d8+7 & 1/2 speed (1) Hand of Heal (1d8+7) (D,B,D,P,P,S) (1) Hand of Harm (1d8+7) (P) Flurry of Heal and Harm Uncanny Metabolism: Ki + 1d8+9 HP on init roll, 1/LR Self-Restoration. Remove charmed, frightened or poison. Don't need food or drink. Slow Fall: -50 damage Darkvision 60' Spider climb & Fly +2 to saves vs fear and illusion +5 to Perception and Investigation Lip Reading
Character Name
Age
Height
Weight
Eyes
Skin
Hair
Faction
Team Strongth
Background
Dennis doesn't remember his childhood. He suspects he was a Monk of some Path, but fell afoul of a vampire. They fought to a draw - Dennis killed the vampire, but he died of the lingering curses. When he woke, his first thought was surprise. He was pretty sure he had died. Apart from that, the past was a blur. His Ki powers were warped, too - he's now much more attuned to blood magic, and he consumes Ki. He has given up on finding out who he was. Now he wanders the world, trying to help as much as he can, and do as little harm as he can manage. WHAT ACTUALLY HAPPENED: Dennis was a trainee knight in the Court of the Unseelie. He was originally a Monk of the Way of Open Hand. He grew up an orphan, poor and downtrodden, but was never caught by the city guard. His ability to evade them became an embarrassment to the Court, and they sent a knight to capture Dennis. The knight was sufficiently impressed by the boy's skills that instead of punishing him, he sponsored his training.
Features
Evasion: Dex save 1/2 or None Shadow Step 60' + Adv to hit Change Stance Bite: advantage to hit if < 50% HP Bite (4/LR) +dmg (HP/attack bonus/ability check) Ki-fuelled attack. Flurry if a ki point spent. Dedicated Weapon (1/SR) Fairy: Small Fey. Flight at walking speed. Martial Arts (Die: 1d8). DEX bonus to hit & damage. Ki Save 8 + Wis bonus + Prof b + 3 (belt): (20) Unarmoured Movement: +20ft Ability Score Improvement (DEX + 2) Way of Mercy. Implements of Mercy: Proficiency: Insight, Medicine, Herbalism Kit. Raven Mask. Hand of Healing (1): heal (MA + Wis Mod + 2) Hand of Harm (1): +(MA + Wis mod + 2), poisoned until end of my next turn Physicians Touch: Hand of Healing ends disease, blinded, deafened, paralyzed, poisoned, stunned Flurry of Healing and Harm: When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing. In addition, you can use Hand of Harm once
Traits
per turn without using a ki point. 16 Int: Nature, Vistani, Alchemists tools Bluetspur: +2 to Init and saves vs fear & illusion Observant: +1 Wis, Lip Reading, +5 to Perc & Invst. Resilient (WIS): +1 Wis, Prof with Wis Saves Symbol: +WIS Bonus Ki. Can use DEX for STR. Mobile: +10', No opp attacks, no difficult terrain
Character Name
Backpacks can hold no more than 30 lbs of gear.
Note weight of items to not exceed the 30 lbs limit.
Note the quantity of items for quick reference.
Your treasure pouch is not part of your backpack so its weight will not count.
Exterior
Bed Roll
One
Rope
50'
Ammo
21 Daggers
Torches
10
Treasure Purse
Copper
0
Silver
0
Electrum
0
Gold
0
Platinum
0
Small Pocket 1
Medicine skill: Lets you try to stabilize a dying companion or diagnose an illness. Also, staunch wounds (e.g. Sword of wounding, etc.).
Small Pocket 2
Thieves Tools: a file, lock picks, mirror, scissors, pliers. Add Proficiency Bonus to Disarm traps or open locks.
Small Pocket 3
Vial of blood Jar of teeth
Small Pocket 4
10 daggers coated with Dizzy Disease 10 daggers coated with Hanged Mans Luck 10 daggers coated with Witches Kiss 10 daggers coated with Good Times (5/5) Silver dagger coated with Hanged Mans Luck Spear loaded with Witches Kiss, Hanged Man's Luck and Dizzy Disease
Flap Pouch
Poisoners Kit (DC 15) A poisoners kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Middle Pouch
Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Main Pouch
Urchin: Small knife; Map of home city (untitled - unknown city); Pet mouse; Common clothes; Money pouch (10 GP); Token of parents. Monk: Dungeoneer pack; 8 Daggers. Dungeoneer pack: Backpack; Crowbar; Hammer; 10 pitons; 10 torches; Tinderbox; 10 days rations; Waterskin; 50' Hempen Rope. Teddy Bear 12 silver seat brackets