Blaze Smock Ignigther 10

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Monk/Way of the Asura 10 Folk Hero

class & level BackgrouNd Player Name


Blaze Smock Ignigther
Elementling/Fireling Chaotic Good
character Name race aligNmeNt exPerieNce PoiNts

inspiratiOn
strEngth
15 +4 30
18 armOr
class
+4 prOficiEncy bOnus initiativE spEEd

+4 PersoNality traits

hit Point maximum 92


+8 strength
dExtErity * +8 dexterity

18
* +4 constitution
currEnt hit pOints ideals
+1 intelligence
+4 +1 Wisdom
+2 charisma
cOnstitutiOn saving thrOws
tEmpOrary hit pOints BoNds
18
+8 acrobatics (dex) total
+4 * +5 animal handling (Wis)
successes

* +1 arcana (int) hit dice


Failures

death saves FlaWs


intElligEncE +8 athletics (str)

12
* +2 deception (cha)
Name atk BoNus damage/tyPe Elemental Resistance. You are resistant to fire damage.
+1 history (int)
Javelin +8 1d6 +4 piercing Thirstless. You do not need to drink any liquids to survive,
+1 +1 insight (Wis) though you may if you wish.
+2 intimidation (cha) Quarterstaff +8 1d6 +4 bludgeoning
Power of Fire. You can cast the Fire Bolt cantrip. You use
+1 investigation (int) your Charisma as you spellcasting ability.
wisdOm
+1 medicine (Wis) Ki. Starting at 2nd level, your training allows you to
12 +1 Nature (int)
harness the mystic energy of ki. Your access to this
energy is represented by a number of ki points. Your monk
level determines the number of points you have, as shown
+1 Perception (Wis) in the Ki Points column of the Monk table. You can spend
+1 these points to fuel various ki features. You start
+2 Performance (cha) knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features
+2 Persuasion (cha) as you gain levels in this class. When you spend a ki
charisma
point, it is unavailable until you finish a short or long
+1 religion (int) rest, at the end of which you draw all of your expended ki
14 +4 sleight of hand (dex) back into yourself. You must spend at least 30 minutes of
the rest meditating to regain your ki points. Some of your
+4 stealth (dex) ki features require your target to make a saving throw to
resist the feature's effects. The saving throw DC is
+2 +5 survival (Wis) calculated as follows: Ki save DC = 8 + your proficiency
* skills attacks & spEllcasting
bonus + your Wisdom modifier

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.

11 Passive Wisdom (PercePtioN)


cP 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


Languages.Common, Primordial sP Disengage or Dash action as a bonus action on your turn,
and your jump distance is doubled for the turn.
Weapon.Simple, Shortsword
Unarmored Movement.Starting at 2nd level, your speed
Armor. Light eP
increases by 10 feet while you are not wearing armor or
wielding a shield. This bonus increases when you reach
Tools. Dice set, Drum, Land certain monk levels, as shown in the Monk table. At 9th
gP level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
during the move.

PP Slow Fall. Beginning at 4th level, 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.

OthEr prOficiEnciEs & languagEs EquipmEnt fEaturEs & traits

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
155 years 5'7" 190 lbs.
AGE HEIGHT WEIGHT
Blaze Smock Ignigther
character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

Deflect Missiles. Starting at 3rd level, you can use your Ki-Empowered Strikes. Starting at 6th level, your unarmed
reaction to deflect or catch the missile when you are hit strikes count as magical for the purpose of overcoming
by a ranged weapon attack. When you do so, the damage you resistance and immunity to nonmagical attacks and damage
take from the attack is reduced by 1d10 + your Dexterity
modifier + your monk level. If you reduce the damage to 0, Evasion. At 7th level, your instinctive agility lets you
you can catch the missile if it is small enough for you to dodge out of the way of certain area effects, such as a
hold in one hand and you have at least one hand free. If blue dragon's lightning breath or a fireball spell. When
you catch a missile in this way, you can spend 1 ki point you are subjected to an effect that allows you to make a
to make a ranged attack with the weapon or piece of Dexterity saving throw to take only half damage, you
ammunition you just caught, as part of the same reaction. instead take no damage if you succeed on the saving throw,
You make this attack with proficiency, regardless of your and only half damage if you fail.
weapon proficiencies, and the missile counts as a monk
weapon for the attack, which has a normal range of 20 feet Stillness of Mind. Starting at 7th level, you can use your
and a long range of 60 feet. action to end one effect on yourself that is causing you
to be charmed or frightened.
Extra Attack. Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack action on Purity of Body. At 10th level, your mastery of the ki
your turn. flowing through you makes you immune to disease and
poison.
Stunning Strike. Starting at 5th level, 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.

additional features & traits

character backstory treasure

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spellcasting spell save dc spell attack
spellcasting ability bonus
class

0 cantrips 3 6

Spell
Level
slots total slots expended

1 7
epar
spell name
ed
pr

4
spells known

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

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