Ignis Fuego Furioso Rexington
Ignis Fuego Furioso Rexington
Ignis Fuego Furioso Rexington
STEALTH DISADVANTAGE
ARMOR Fighting Initiate. Your martial training has helped you develop a
STRENGTH Unarmored Defense (Monk) (15) 15 particular style of fighting. When you gain Ability Score
Improvement feature, you can replace this feat’s fighting style with
PROFICIENCY BONUS +3 another one.
13
SHIELD
AC Unarmed Fighting. Your unarmed strikes can deal 1d8 + 1
bludgeoning damage on a hit.
At the start of each of your turns, you can deal 1d4 bludgeoning
N
CIE C
damage to one creature grappled by you.
+4 Strength
Y
PROFI
✘
+1 Ki-Fueled Attack (Bonus Action). If you spend 1 ki point or more as
✘ +7 Dexterity part of your action on your turn, you can make one attack with an
unarmed strike or a monk weapon before the end of the turn.
+2 Constitution ARMOR CLASS
DEXTERITY Quickened Healing (Action—Ki). You can spend 2 ki points and roll a
+0 Intelligence Martial Arts die. You regain a number of hit points equal to the
MAXIMUM HIT DICE TEMPORARY
18
number rolled plus 3.
+1 Wisdom
50 5d8 Focused Aim (Ki). When you miss with an attack roll, you can spend
+1 Charisma 1 to 3 ki points to increase your attack roll by 2 for each of these ki
CONDITIONAL points you spend, potentially turning the miss into a hit.
+4 Unarmored Defense. While you are wearing no armor and not
wielding a shield, your AC equals 15.
CURRENT HIT POINTS
Martial Arts. Your unarmed strike does 1d6+4 damage. You can use
CONSTITUTION DEATH SAVING THROWS
Strength or Dexterity for these attacks.When you use the Attack
SAVING THROWS action with an unarmed strike or a monk weapon on your turn, you
14 SPEED FLY CLIMB SWIM can make one unarmed strike as a bonus action. For example, if you
N
CIE C
take the Attack action and attack with a quarterstaff, you can also
+7 Acrobatics (Dex) 40ft. 0ft. 0ft. 0ft. make an unarmed strike as a bonus action, assuming you haven’t
Y
PROFI
✘
RT
EXPE
already taken a bonus action this turn.
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 +0 Arcana (Int)
Ki. You have 5 Ki Points and your Ki DC is 12
Flurry of Blows (Bonus Action—Ki). Immediately after you take the
✘ +4 Athletics (Str) Attack action on your turn, you can spend 1 ki point to make two
unarmed strikes.
INTELLIGENCE +1 Deception (Cha)
Patient Defense (Bonus Action—Ki). You can spend 1 ki point to
10 +0 History (Int)
+1 Insight (Wis)
take the Dodge action on your turn.
Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to
take the Disengage or Dash action on your turn, and your jump
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS distance is doubled for the turn.
+0 +0 Investigation (Int) Unarmored Movement. Your speed increases by 10 feet while you
are not wearing armor or wielding a shield.
+1 Medicine (Wis)
WISDOM Way of the Iron Embrace. Monks of the Way of the Iron Embrace
+0 Nature (Int) are masters of grapples, throws, and pins.
12 ✘
✘
+4 Perception (Wis)
+4 Performance (Cha)
Deflect Missiles (Reaction). You can 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+9.If you
reduce the damage to 0, you can catch the missile if it is small
+1 Persuasion (Cha)
+1 +0 Religion (Int)
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 the weapon or piece of ammunition you
just caught, as part of the same reaction. You make this attack with
+4 Sleight of Hand (Dex) proficiency, regardless of your weapon proficiencies, and the missile
CHARISMA ✘ +7 Stealth (Dex) counts as a monk weapon for the attack.
12 +1 Survival (Wis) Slow Fall (Reaction). Reduce any falling damage you take by 25.
SKILLS Extra Attack. You can attack twice, instead of once, whenever you
take the Attack action on your turn.
+1 14 PASSIVE PERCEPTION Stunning Strike (Ki). 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.
ADVANTAGE
Supple Palms. You may use Acrobatics instead of Athletics to make
+4
a grapple check or a shove check.While you are grappling a
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS creature, you can use a bonus action to shove that creature.When
you escape from a grapple, you can use a reaction to grapple the
creature that held you.
NAME RANGE ATTACK DAMAGE / TYPE
Unarmed 5ft +8 ( 4 Dex, 3 Prof, 1 Wraps) 1d8 + 5
Grappled: Unarmed - Extra Attack - Flurry of Blows 5ft +8 1d4, 1d8 +5, 1d8+ 5, 1d8+5, 1d8+5 Armor Proficiencies. –
1d4 + 4d8 + 20
Weapon Proficiencies. Simple Weapons,
Shortsword
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
is your life.
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a
spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some
skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that
features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical
PERSONALITY TRAITS
instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
IDEAL
BOND
Backstage Pass
You’ve learned that most of the real business of
entertainment (or any other venture) happens
behind the scenes. It’s easy for you to case what
sorts of audiences attend what venue—like how
toughs gather at the Blushing Mermaid or how brash
patriars congregate at the Helm and Cloak. After a
successful performance, you may meet an
enthusiastic member of the crowd—someone of an
occupation or social class that frequents the
establishment. This contact is delighted to talk with
you, and to listen.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Wraps of Unarmed Prowess +1 1 —
0 0 0 0 0
lb / 195 lb 390 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wraps of Unarmed Prowess +1
Wondrous Items