====== Overview ======
^Name |Puff the magic Dragonborn |
^Race |Dragonborn |
^Background |Urchin |
^Hair |What? |
^Skin |Shades of Brass |
^Clothes |Silken, white |
^Alignment |Monk |
^Alignment 2 |- |
^Alignment 3 |- |
^Lvl ^Class ^HD ^Class Features |
^ |Race (Dragonborn) | |Breath Weapon (fire, 30ft line, 3d6), Dmg Resist (fire)|
^ |BG Urchin | |City Secret |
^1 |Monk |d8 |Unarmored Defense, Martial arts |
^2 |Monk |d8 |Ki, Unarmored Movement |
^3 |Monk |d8 |Way of the shadow, Deflect Missiles, Shadow Arts |
^4 |Monk |d8 |Ability Score Improvement (+1 Str, +1 Wis), Slow fall |
^5 |Monk |d8 |Extra Attack, Stunning Strike |
^6 |Monk |d8 |Ki-Empowered Strikes, Shadow Step |
^7 |Monk |d8 |Evasion, Stillness of Mind |
{{:random:characters:dragonborn_monk.jpg?200|}}
====== Attributes ======
^ ^Total ^Mod ^Save |
^STR |14 |+2 |+5 (Prof) |
^DEX |16 |+3 |+6 (Prof) |
^CON |12 |+1 |+1 |
^INT | 8 |-1 |-1 |
^WIS |16 |+3 |+3 |
^CHA |10 | 0 |0 |
| \\ __**45/45 HP**__ \\ \\ Monk 8
Monk 5*6
Con 1*7
||| \\ __**16 AC**__ \\ \\ Base 10
Dex +3
Monk Armor +3
|
====== Skills ======
^Skill ^Total ^Attr ^Prof |
|**Athletics** ^+5 |+2 (STR) | +3 |
|**Acrobatics \\ Sleight of Hand \\ Stealth** ^+6 \\ +6 \\ +6 |+3 (DEX) | +3 \\ +3 \\ +3 |
|**Arcana \\ History \\ Investigation \\ Nature \\ Religion** ^-1 \\ -1 \\ -1 \\ -1 \\ -1 |-1 (INT) | \\ \\ \\ \\ |
|**Animal Handling \\ Insight \\ Medicine \\ Perception \\ Survival** ^+3 \\ +3 \\ +3 \\ +3 \\ +3 |+3 (WIS) | \\ \\ \\ \\ \\ |
|**Deception \\ Intimidation \\ Performance \\ Persuasion** ^ \\ \\ \\ | 0 (CHA) | \\ \\ \\ \\ |
|Speaks: Common & Draconic ||||
====== Monk Spells ======
^ **Monk Spells** |||
^ Save DC ^ Tohit ^ KI |
| 14 \\ 8(base)+3(prof)+3(WIS) | +6 \\ +3(prof)+3(WIS) | 7 \\ Monk table says so |
**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.
**Stunning Strike**
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.
**Shadow Arts**
you can use your ki to duplicate the effects of certain spells.
As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components.
Additionally, you gain the Minor Illusion cantrip if you don't already know it.
**Breath Weapon**
You can use your action to exhale destructive energy.
Your Draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw,
the type of which is determined by your Draconic ancestry.
The DC for this saving throw equals 12 (8+Con+Prof),
A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.
The damage increases to 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
**Draconic Resistance**
You have Resistance to acid damage.
**Deflect Missiles**
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 1d 10 + 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 (range 20 feet/60 feet) with 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.
**Slow Fall**
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.
**Ki-Empowered Strikes**
Your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
**Stillness of Mind**
You can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.
**Evasion**
Your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell.
When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
**Shadow Step**
You gain the ability to step from one shadow into another.
When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
You then have advantage on the first melee attack you make before the end of the turn.
\\
==== Misc ====
Weapon profs: Daggers, darts, slings, quarterstaffs, light crossbows
Equipment
• any simple weapon
• Explorer's Pack
• 10 darts
• A small knife
• a map of the city you grew up in
• a pet mouse
• a token to remember your parents by
• a set of common clothes
• a belt pouch containing 10 gp
Tool Proficiencies:
• Disguise Kit
• Thieves Tools
• Cooking Utensils
==== Backgrounds and Traits ====
POT OF AWAKENING
Wondrous item, common
If you plant an ordinary shrub in this 10-pound clay pot
and let it grow for 30 days, the shrub magically transform s into an awakened shrub (see the Monster Manual for statistics) at the end of that time. W hen the shrub
awakens, its roots break the pot, destroying it.
T he awakened shrub is friendly toward you. Absent
commands from you, it does nothing.
FEATURE:
• City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.
When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.