a spooky ghost
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a ghost15halfling (light)flenerull
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Character NameLevelRaceGenderAlignmentDeity
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smallwhitewhite340urchin
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SizeHairEyesHeightWeightBackground
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CORE INFORMATION
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ABILITY SCORESSAVING THROWSCLASSESCurrent XP
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STR8-1STR+4 NameLvlHit DiceHPCon
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DEX18+4 DEX+9 monk (shadow)48230Fate PointsPortrait
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CON10+0 CON+0 warlock118580out of1
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INT10+0 INT+0 NOTE: You can edit this sheet with File > Make a Copy
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WIS14+2 WIS+2 MoveBase
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CHA20+5 CHA+5 Total:158103525
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ProfMod
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SKILLSCOMBAT
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RollSkillProfAdvHit PointsACArmorDexArmor WornTypeACDexDAWt.
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+9 Acrobatics (Dex)8116=10+4 noneNone10+4
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+2 Animal Handling (Wis)WisMisc 2
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+0 Arcana (Int)+2 Total: 10+4 0
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-1Athletics (Str)
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+10 Deception (Cha)DamageHit DiceDeath SavesAmmunition
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+5 History (Int)1515d8SuccessArrows
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+2 Insight (Wis)Failure
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+5 Intimidation (Cha)
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+0 Investigation (Int)Weapon & SpellsHit#AtkDamageRngTypeNotes
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+2 Medicine (Wis)ghostsword+921d6+4 pr + 2d8 ne 5'p+npact
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+0 Nature (Int)unarmed strike+9 1d4+45'B
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+2 Perception (Wis)
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+5 Performance (Cha)
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+10 Persuasion (Cha)
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+5 Religion (Int)
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+9 Sleight of Hand (Dex)
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+9 Stealth (Dex)Special AttacksSpecial Defenses
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+2 Survival (Wis)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.
You can spend 1 ki point to take the Dodge action as a bonus action on your turn
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Starting at 3rd leveI, 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 1d10+9
If you reduce the damage to 0,you can catch the
missile if it is smalI 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 proficiency, regardless of your weapon
proficiencies, and the missile counts as a monk weapon
for the attack.
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12Passive InsightBestow Curse 1/dayYou are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
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12Passive PerceptionDamage Resistance cold
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The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
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+5 Proficiency Bonus
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PROFICIENCIES/LANGUAGESFEATURES & ABILITIES
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common, halflingPassive FeaturesActive Ablities
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disguise kitki save = 15As an action. you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence. without providing material components. Additionally. you gain lhe minor illusion canlrip if you don't already know it.
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thieves toolsfall damage reduced by 20When you use the Attack action with an unarmed strike or a monk weapon on your turn you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn,.
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You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. 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
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You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.
You can use your ki lo duplicate lhe effecls of certain spells.
As an action. you can spend 2 ki poinls lo cast darkness,
darkvision. pass without trace, or silence. without
providing material components.
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When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new rollAs an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn
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You can move through the space of any creature that is of a size larger than yours.
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You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
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You have advantage on saving throws against
being frightened.
You can attack with your pact weapon twice instead of
once, whenever you take the Attack action on your turn.
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