Dorje
STR
CON
DEX
INT
WIS
CHA
9
16
17
10
17
10
(-1)
(+3)
(+3)
(+0)
(+3)
(+0)
Level
XP
Next Level
4
2400
4750
Speed
Hit Dice
Initiative
Vision
Size
30
4d8
+3
Normal
Medium
Common



Race
Class
Gender
Alignment
Background
Specialty
Human
Monk
Male
Lawful Good
Commoner
Four Storms
Eyes
Hair
Height
Weight
Age
Orange
None
80kg
1.71m
32
Weapon
Unarmed #1
Unarmed #2
Sling

Atk
+5
+5
+5

Dmg
1d6+3
1d6
1d6+3

  • You have learned to fight using your body as a weapon.
    Benefit: Your unarmed strike functions as a light finesse weapon with which you have proficiency. It deals 1d6 bludgeoning damage.
  • Weapon Mastery  (Martial feat)
    You can turn aside a blow with your weapon, using your opponent’s momentum to your advantage.
    Benefit: When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to gain advantage on your next attack against that creature before the end of your next turn.
  • Seize the Advantage  (Martial feat)
    Your skill with weapons has been honed over the course of many battles, allowing you to further refine your talents.
    Benefit: When you attack with a weapon and roll its damage dice, roll an extra die of the same type, drop the lowest roll, and then add up the damage.
  • Spring Attack  (Martial feat)
    You make sudden, rapid movements to catch your enemy off guard.
    Benefit: As an action, you move up to 10 feet and make an attack at any point during the movement. This movement does not provoke opportunity attacks.
Bonus:  1d6
  • Balance  (Dex)
    Make a Dexterity check to balance when you try to keep your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck
  • Sense Motive  (Wis)
    When you attempt to determine the true intentions of another person, such as when searching out a lie or predicting someone’s next move, you can make a Wisdom check to sense the person’s motive. Doing so involves gleaning clues frombody language, speech habits, and changes in mannerisms.
  • Tumble  (Dex)
    To perform acrobatic stunts, including dives, rolls, somersaults, and flips, make a Dexterity check to tumble.
  • Spot  (Wis)
    You make a Wisdom check to spot things that are obscured or easy to miss, whether they are orcs lying in ambush ahead of you on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
  • Attack Bonus
    Your extensive training makes you deadly on the battlefield. You are also more accurate and more deadly than many other combatants.
    Benefit: You gain a +1 bonus to your attack roll when you’re using a weapon with which you have proficiency. This bonus increases as you gain levels, as noted on the Monk table.
  • Mindful Defense
    You use intuition and your sense of your surroundings to protect yourself from harm. You move a moment before an enemy attacks or steel yourself before a spell affects you.
    Benefit: While you are wearing no armor and are not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
  • Martial Arts
    You have trained in the art of unarmed combat and excel at fighting without weapons.
    Benefit: You gain the Martial Arts feat as a bonus feat.
  • Ki
    Ki is an energy that flows through all living things. Your intense training and unmatched mental focus allow you to draw forth this energy and channel it into extraordinary effects.
    Benefit: Once per day, you can use your ki to activate a ki ability granted by the Monastic Tradition feature. You gain an additional daily use of ki at 3rd, 6th, and 9th level. If a ki ability calls for a saving throw, the DC equals 10 + your Wisdom modifier + the weapon attack bonus for your level, as noted on the Monk table.
  • Undaunted Strike
    Your command of your ki has allowed you to attune your strikes so that they overcome your enemies’ resistances.
    Benefit: Your unarmed strike counts as being magical, adamantine, cold iron, and silver for the purposes of overcoming resistance.
  • Warrior's Gale
    In place of your movement and before taking your action on your turn, you can expend a use of your ki to magically fly up to 40 feet. If your flight ends in midair, you do not fall until the end of your turn.
  • Sling
  • Belt Pouch
    30 slingstones
  • Adventurer’s Kit
    This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack, a healer’s kit, a mess kit, 50 feet of silken rope, a tinderbox, ten torches, ten days of rations, and a waterskin.
  • Potion of Healing (x4)
    This small vial of magical fluid restores life and energy to the individual consuming it. A character who drinks the contents regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
  • Belt Pouch
    Soap, healing potions, 28gp, 1sp, 8cp