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krish
Level 7 (0/34000 XP for level-up)
Background Ruined
Size Large
Species thri-kreen
monk
Subclass way of the mask
Level 7
Hit dice 7/7
1d8+2

STR 14
+2
STR save: +5
DEX 15
+2
DEX save: +5
CON 14
+2
CON save: +2
INT 14
+2
INT save: +2
WIS 13
+1
WIS save: +1
CHA 16
+3
CHA save: +3

Initiative (DEX)
+2
Speed
65 feet. You sink in liquid and have a swimming speed of 0 feet.
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
15
exoskeleton
Hit Points
97 / 97
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
spear +5 STR 1d6+2 piercing
  Properties: versatile(1d8), thrown(20/60)
claw +5 STR 1d6+2 slashing
  Properties: attached, light
claw +5 STR 1d6+2 slashing
  Properties: attached, light
unarmed strike +5 DEX 1d8+2 bludgeoning
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
exoskeleton 15
Unarmored defense 15
Skills
P/E Bonus Skill Abi
+5 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+3 Deception CHA
+2 History INT
+1 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 70, Platinum: 0
Bastions
Treasure and Equipment
A cracked hourglass, a set of rusty manacles, a half-empty bottle, a hunting trap, a gaming set (matching your chosen proficiency), a set of traveler’s clothes
Proficiencies, Languages, and Talents
Languages: common, thirkreen , gith , void speech

weapon Proficiencies: Simple weapons and Martial weapons that have the Light property

Tool Proficiencies:Calligrapher's supplies, playing card set
CAN PLAY BIG DRUMS
Features & Traits

Background


Still Standing. You have weathered ruinous misfortune, and you possess hidden reserves others don’t expect. You gain the Alert, Skilled, or Tough feat (your choice). Your choice of feat reflects how you’ve dealt with the terrible loss that changed your life forever. If you’ve kept your senses sharp for every opportunity and climbed your way out of misery by seizing the tiniest scrap of hope, choose Alert. If you’ve redoubled your efforts to reclaim what was once yours, choose Skilled. If you’ve stoically persevered through your misfortune, select Tough.

Race


Darkvision. Your compact eyes and deep instincts give you 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.

Exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Multiple Limbs. You have a shorter pair of arms in the center of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.

Thri-kreen Telepathy. Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Insectoid Movement. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along seilings, while leaving your hands free.

Class


Monk’s Focus. Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Uncanny Metabolism. When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Deflect Attacks. When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

Stunning Strike. Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Sub-Class


Crowd Favorite. The roar of the crowd lives inside you. Starting when you choose this tradition at 3rd level, you can choose to add your Charisma modifier, instead of your Wisdom modifier, to your ki save DC. Additionally, your Unarmored Defense is calculated as follows: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Charisma modifier.

Heavyweight Champion. When presented with an obstacle, your first instinct is to wrestle it, even if the obstacle in question is not conventionally wrestle-able, like a dragon, an ooze, or an awkward conversation. At 3rd level, you gain the following features:
• You can attempt to grapple any creature, regardless of its size.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
• If you have the Grappler feat, you can choose whether a target grappled by you must make a Strength (Athletics) or Dexterity (Acrobatics) check to escape


Boon of Fortitude
Your hit point maximum increases by 40
Feats

Tough


Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Crusher


You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.




  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.




™ & © Wizards of the Coast - D & D 5e Character Sheet v3.03, made by Tillerz - Updated: 2025-02-15

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