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Blue

4 Level (0/6500 XP for level-up) Urban Bounty Hunter Background Human (Variant) Race / Species / Heritage Neutral Good Alignment
Monk
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
12
+1
CHA
8
-1
31
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
11
Passive Perception
4 / 4
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
-1 Deception CHA
+1 History INT
+3 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +5 DEX 1d8+3 Piercing
 Ammunition, Heavy, (Range 150/600), Two-Handed
Longsword +5 DEX 1d8+3 slashing
 Versatile (1d10)
Attacks

Class Features:


Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
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.

Ki
Your training allows you to harness the mystic energy of ki.
You can spend these points to fuel various ki features.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (8+2+1=11)

   - 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.

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

   - 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.

Unarmored Movement
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
Dedicated Weapon
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
   The weapon must be a simple or martial weapon.
   You must be proficient with it.
   It must lack the heavy and special properties.

Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ki-Fueled Attack
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Subclass Features:


Path of the Kensei
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:

Kensei Weapons
Your kensei weapons are the longbow and the lance.
You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons.

Agile Parry
If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei's Shot
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Background Feature:


Urban Bounty Hunter

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Feat:


Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
   - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
   - Your ranged weapon attacks ignore half and three-quarters cover.
   - Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Features & Traits
Calligrapher's Supplies
Type: Tool
Cost: 10 gp Weight: 5 lbs
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

A set of clothes appropriate to your duties

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
Armor: None
Weapons: Simple weapons, shortswords, longbow, longsword
Tools: Flute, Calligrapher's Supplies, Thieve's tools

Languages & Proficiencies


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