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Arus

1 Level (0/300 XP for level-up) Gambler Background Tiefling Race / Species / Heritage Alignment
Monk
Level 1
Hit Dice: 1/1
1d8-5 Class 1

STR
0
-5
DEX
2
-4
CON
1
-5
INT
-1
-6
WIS
2
-4
CHA
2
-4
9
Hit Points
-4
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
6
Passive Perception
/
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+2 Dexterity
-4 Constitution
-1 Intelligence
-2 Wisdom
-2 Charisma
saving throws
-4 Acrobatics DEX
-4 Animal Handling WIS
+ Arcana INT
+ Athletics STR
-2 Deception CHA
+ History INT
-2 Insight WIS
-4 Intimidation CHA
+ Investigation INT
skills
-4 Medicine WIS
+ Nature INT
-4 Perception WIS
-4 Performance CHA
-4 Persuasion CHA
+2 Religion INT
-4 Sleight of Hand DEX
-2 Stealth DEX
-4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Monk Unarmed Strike -2 DEX 1d4-4 bludgeoning
 (range 5)
Quarterstaff (One-Handed) -2 DEX 1d6-4 bludgeoning
 (range 5)
Quarterstaff (Two-Handed) +2 STR 1d8 bludgeoning
 (range 5)
Attacks
Unarmored Defense
Class - Monk
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.

Martial Arts
Class - Monk
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.

Hellish Resistance
Racial - Tiefling
You have resistance to fire damage.

Darkvision
Racial - Tiefling
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.

Never Tell Me the Odds
Background - Gambler
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Dwarven, Infernal

Languages & Proficiencies


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