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Mania

14 Level (0/165000 XP for level-up) Sailor Background Tiefling Race / Species / Heritage Alignment
Monk
Level 14
Hit Dice: 14/14
1d8+2 Class 1

STR
14
+2
DEX
20
+5
CON
14
+2
INT
10
+0
WIS
13
+1
CHA
12
+1
101
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
55 ft
Speed (walk/run/fly)
16
Passive Perception
14 / 14
Ki
+10 Expertise Bonus
+5 Proficiency Bonus
+7 Strength
+10 Dexterity
+7 Constitution
+5 Intelligence
+6 Wisdom
+6 Charisma
saving throws
+10 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+6 Perception WIS
+6 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+10 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +10 DEX 1d8+5
Fu Tao +12 DEX 1d8+5
Emeici +10 DEX 1d6+5
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Darkvision: 60 ft
Hellish Resistance: Resistance to fire damage
Three attacks

Abilities:

  1. 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.

  2. Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  3. Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

  4. Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die (1d8+5 HP)

  5. Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

  6. Step of the Wind: 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.

  7. Deflect Missiles:

  8. Slow Fall: Reduce falling damage = 5x Monk LVL

  9. Stunning Strike: 1 Ki Point to stun with melee attack- CON saving throw DC=14

  10. Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  11. Saving Throws: 1 Ki point to reroll saving throw and take second result

  12. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll


Random:

  • Immune to disease and poison

  • Can use action to stop being charmed or frightened


Languages:

  • Common

  • Infernal

  • Abyssal

  • All spoken



Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

Level 1 Spells

Basic Rules , pg. 233

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

Damage Type: Shapechanging
Saving Throws: None
Description: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
 

Class(es): Bard, Sorcerer, Wizard, Artificer

Level 2 Spells

Detect Thoughts

2-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Class(es): Bard, Sorcerer, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

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