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Daisy Bogwater

Monk, Way of the drunken master 1 Class & Level
Outlander Background
Halfling Race
Chaotic Good Alignment

Strength 6
-2
Dexterity 16
+3
constitution 17
+3
intelligence 10
+0
wisdom 10
+0
charisma 15
+2
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+5 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+2 Deception
+0 History
+0 Insight
+2 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+2 Performance
+2 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+2 Survival
skills Athletics, Acrobatics, Stealth, Survival proficiencies

 
13
Armor Class
11
Hit Points
+3
Initiative
25ft
Speed
Quarterstaff 1d20+5 1d6+3 or 1d8+3
Darts 1d20+5 1d4+3
Attacks
Armor: None
Weapons: Simple weapons and shortswords
Tools: Painter's supplies
Languages: Common and Halfling
Proficiences
Quarterstaff, Darts (10)
Explorer's pack
A staff, a hunting trap, a crocodile tooth necklace, a set of traveler's clothes, a belt pouch of 10gp
Equipment
I love being the center of attention and I often stand out quite a lot in a crowd.
I enjoy entertaining people and enjoy teasing those that are easily annoyed.
I take every opportunity I can to earn some extra coin.
I am very protective over my little brother.
If there is a fighting ring, you can bet that I've fought in there or that I'm planning to!
Personality Traits
I will always look for coin, knowledge and recruits to be able to create our monastery.
I seek recipes for all kinds of drinks, and use it to gain more coin.
Ideals
I will never stop adventuring until I see the monastery in our swamp.
Bonds
I can grow overconfident, even cocky, when I have the upperhand in a duel.
I am incredibly insecure and nervous when I don't know how my brother is doing, where he is or what he's doing.
Flaws
Wanderer
Lucky, Brave, Hafling Nimbleness, Naturally Stealthy
Unarmed Defense, Martial Arts
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Dart

Ranged Weapon Finesse, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Thrown

Cost: 5 cp Weight: 1/4 lb


 

The statblocks of your class features

Monk


Hit Points

Hit Dice: d8 per Monk level
Hit Points at first Level: 8
Hit Points at Higher Levels: 5+con

Proficiences

Armor: None
Weapons: Simple

Weapons


WeaponCostDamageWeightProperties
Simple Melee Weapons
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light Hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)
Martial Melee Weapons
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
Flail10 gp1d8 bludgeoning2 lb.
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Lance10 gp1d12 piercing6 lb.Reach, special
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 gp1d8 piercing4 lb.
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Shortsword10 gp1d6 piercing2 lb.Finesse, light
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War Pick5 gp1d8 piercing2 lb.
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, reach
Martial Ranged Weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp3 lb.Special, thrown (range 5/15)
and Shortswords
Tools: any one type of artisan's tools or any one musical instrument of your choice
Saving Throws:
Skills:

Class Features

Unarmored Defense, Martial Arts, Ki, Flurry of Blows, Patient Defense, Step of the Wind, Unarmored Movement, Monastic Tradition, Deflect Missiles, Slow Fall, Extra Attack, Stunning Strike, Ki-Empowered Strikes, Stillness of Mind, Evasion, Purity of Body, Tongue of the Sun and Moon, Diamond Soul, Timeless Body, Empty Body, Perfect Soul


LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Movement
3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles
4th+21d44+10 ft.Ability Score Improvement, Slow Fall
5th+31d65+10 ft.Extra Attack, Stunning Strike
6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition feature
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Monastic Tradition feature
12th+41d812+20 ft.Ability Score Improvement
13th+51d813+20 ft.Tongue of the Sun and Moon
14th+51d814+25 ft.Diamond Soul
15th+51d815+25 ft.Timeless Body
16th+51d816+25 ft.Ability Score Improvement
17th+61d1017+25 ft.Monastic Tradition feature
18th+61d1018+30 ft.Empty Body
19th+61d1019+30 ft.Ability Score Improvement
20th+61d1020+30 ft.Perfect Soul

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Lightfoot Halfling

Ability Score Increase Dex +2; Cha +1
Size Small
Speed 25 ft.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
 

Languages. You can speak, read, and write Common and Halfling . The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Outlander

You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveller's clothes, and a belt pouch containing 10gp

Features

Feature: Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.   d10 Origin:

  1. Forester
  2. Trapper
  3. Homesteader
  4. Guide
  5. Exile or Outcast
  6. Bounty Hunter
  7. Pilgrim
  8. Tribal Nomad
  9. Hunter-Gatherer
  10. Tribal Marauder
  Feature: Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Often considered rude and uncouth among civilised folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

Traits

Roll a d8 1d8 Personality Trait
1
I'm driven by a wanderlust that led me away from home.
2
I watch over my friends as if they were a litter of newborn pups.
3
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
4
I have a lesson for every situation, drawn from observing nature.
5
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.

Ideal

Roll a d6 1d6 Ideal
1
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3
Honour. If I dishonour myself, I dishonour my whole clan. (Lawful)
4
Might. The strongest are meant to rule. (Evil)
5
Nature. The natural world is more important than all the constructs of civilisation. (Neutral)
6
Glory. I must earn glory in battle, for myself and my clan. (Any)

Bond

Roll a d6 1d6 Bond
1
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2
An injury to the unspoiled wilderness of my home is an injury to me.
3
I will bring terrible wrath down on the evildoers who destroyed my homeland.
4
I am the last of my tribe, and it is up to me to ensure their names enter legend.
5
I suffer awful visions of a coming disaster and will do anything to prevent it.
6
It is my duty to provide children to sustain my tribe.

Flaw

Roll a d6 1d6 Flaw
1
I am too enamoured of ale, wine, and other intoxicants.
2
There's no room for caution in a life lived to the fullest.
3
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4
I am slow to trust members of other races, tribes, and societies.
5
Violence is my answer to almost any challenge.
6
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Crocodile Tooth Necklace

Adventuring Gear

Uncommon

A slightly yellowed crocodile tooth, hung from a black chord as a necklace.

Cost: 1gp

Dnd 5e SRD

Wooden Staff

Spellcasting Focus Uncommon

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Cost: 5 GP Weight: 4 lb


 

DnD 5e SRD

Hunting Trap

Adventuring Gear Common

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Cost: 5gp Weight: 25lbs


 

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Created by

Foxblaze.

Statblock Type

Character Sheet (Legacy)

Link/Embed