Water Initiate

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Monk (3) Haunted One Player

CLASS & LEVEL BACKGROUND PLAYER NAME


Water Initiate
Human Lawful Good 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I expect danger around every
13 2 40ft. corner.
14 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I don’t run from evil. Evil runs
from me.
+2 PERSONALITY TRAITS

Hit Point Maximum 24


✘ +4 Strength
I like to know my enemy’s
DEXTERITY
✘ +4 Dexterity capabilities and weaknesses
14 +2
+2
Constitution
Intelligence
CURRENT HIT POINTS
before rushing into battle. (Lawful)
IDEALS

+2 +1 Wisdom
I keep my thoughts and
+1 Charisma discoveries in a journal. My journal
CONSTITUTION SAVING THROWS is my legacy.
TEMPORARY HIT POINTS BONDS

14 Total 3d8 I have certain rituals that I must


✘ +4 Acrobatics (Dex) SUCCESSES
+2 +1 Animal Handling (Wis)
follow every day. I can never break
FAILURES
them.
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

14 +1
+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unarmored Defense. While you are wearing
no armor and not wielding a shield, your AC
+2 +1 Insight (Wis) equals 13.
+1 Intimidation (Cha)
Martial Arts. Your unarmed strike does 1d4
WISDOM ✘ +4 Investigation (Int) damage. You can use Strength or Dexterity
+1 Medicine (Wis) for these attacks.
12 +2 Nature (Int) Ki. You have 3 Ki Points and your Ki DC is
+1 Perception (Wis) 11
+1
+1 Performance (Cha)
Unarmored Movement. Your speed
+1 Persuasion (Cha) increases by 10 feet while you are not
CHARISMA
wearing armor or wielding a shield.
+2 Religion (Int)

13 +2 Sleight of Hand (Dex) Monastic Tradition.


Way of the Four Elements. You follow a
✘ +4 Stealth (Dex)
monastic tradition that teaches you to
+1 +1 Survival (Wis) harness the elements.

SKILLS ATTACKS & SPELLCASTING 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
11 PASSIVE WISDOM (PERCEPTION) Book so, the damage you take from the attack is
CP
0 Ink (1 ounce bottle) reduced by 1d10 + 5.

Ink pen Disciple of the Elements. You learn magical


Languages. Common, Elvish, SP
0 Lantern, bullseye disciplines that harness the power of the four
Draconic elements.
0 Oil (flask) Shape the Flowing River. As an action,
Weapon Proficiencies. Simple EP
Sickle (E) you can spend 1 ki point to shape an area of
Weapons, Shortsword ice or water no larger than 30 feet on a side
Tool Proficiencies. Painter’s GP
0 within 120 feet of you.

supplies Elemental Attunement. You can use your


PP
0 action to briefly control elemental forces
nearby.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 5'11" 150
AGE HEIGHT WEIGHT
Water Initiate
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

You are haunted by


something so terrible that you
dare not speak of it. You’ve
tried to bury it and flee from it
to no avail. This thing that
haunts you can’t be slain with
a sword or banished with a
spell. It might come to you as
a shadow on the wall, a
bloodcurdling nightmare, a
memory that refuses to die, or
a demonic whisper in the
dark. The burden has taken
its toll, isolating you from
ADDITIONAL FEATURES & TRAITS
others and making you
question your sanity. You
must find a way to overcome
it before it destroys you.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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