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Gustavus FrenziedFang

1 Level (0/300 XP for level-up) Jungle of Elements Background Leonin Race / Species / Heritage Chaotic Good Alignment
Monk
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
14
+2
DEX
16
+3
CON
15
+2
INT
13
+1
WIS
18
+4
CHA
12
+1
10
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
55
Speed (walk/run/fly)
14
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+5 Dexterity
+4 Constitution
+1 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+1 Deception CHA
+1 History INT
+6 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
+6 Martial WIS
skills
+4 Medicine WIS
+1 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Born in the Elements
Ch’orti = Cold
You gain Resistance and Claws deal damage of the Chosen type.
Elemental Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal an additional 1d4 + your Strength or Dexterity modifier Elemental damage, instead of the bludgeoning damage normal for an unarmed strike.

Jungle Instincts. You have proficiency in one of the following skills of your choice: Survival
Leonin Heart: You gain advantage on saves against the Frightened or Stunned condition.

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When 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.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Features & Traits
Quarterstaff
Explorers Pack
10 darts

When using a ki, double damage for elemental damage
+4 to any stat counts as cap increase
Dragon reward(?)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50000, Platinum: 0 Money
Simple weapons, shortswords, Smiths tools

Common, Arabel, Orc, And Giant

Martial proficency

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Joeyk.

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