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Welvree

4 Level (0/6500 XP for level-up) Soldier Background Drow Race / Species / Heritage Alignment
Monk
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
17
+3
DEX
17
+3
CON
13
+1
INT
10
+0
WIS
13
+1
CHA
7
-2
28
Hit Points
+9
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30+10 (if no armour)
Speed (walk/run/fly)
13
Passive Perception
4 / 4
Ki
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
-2 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-2 Deception CHA
+0 History INT
+1 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +5 STR 1d6+3 Piercing
 Finesse, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing Lights 1 Action 120 ft 1 Minute VSM
 Notes: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Level 1 Spells 6 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire 1 Action 60 ft (20 ft. of cube) 1 Minute Debuff V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Darkness 1 action 60 feet Concentration, Up to 10 minutes V, M
 Notes:2Ki Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Darkvision 1 action Touch 8 hours V,S,M
 Notes:2Ki You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Pass without Trace 1 Action Self/30Ft Concentration, Concentration, up to 1 hour V S M
 Notes:2Ki A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Silence 1 action 120ft/20 radius sphere Concentration, 10 minutes V, S
 Notes:2Ki For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Dark Vision - 120ft
Fey - Advantage on saving throws against charm + sleep
Trance - Doesn't sleep
Martial Arts + d4 on attack (bonus action)
Ki Save DC = 11 (must roll 11 or higher to use ki)
1Ki Flurry of Blows - Martial Arts x 2
1Ki Patient Defense - Dodge as bonus action
1Ki Step of the Wind - Disengage or dash as bonus action. Jump distance doubled
2Ki Deflect Missile - 1d10 + dexterity + monk level to take less damage
Slow Fall - ou can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk levell

Features & Traits
Potters Tools
Shortsword
Dungeoneer Pack
10 Darts
General Commander Badge
Shark Tooth
Cards
Common Cloths
Gas Mask

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2375, Platinum: 0 Money
Common
Elven
Proficiency - Rapier, Shortsword, Crossbow, Simple weapons
Good with dice and cards
Can drive

Languages & Proficiencies
PTSD - "I’m haunted by memories of war. I can’t get the images of violence out of my mind."
I'm a born gambler who can't resist taking a risk for a potential payoff.
I always have plan for what to do when things go wrong.
When I set my mind to something, I follow through no matter what gets in my way.
Thinking is for other people. I prefer action.
I'm oblivious to etiquette and social expectations.
I work hard so that I can play hard when the work is done.
I face problems head-on. A simple direct solution is the best path to success.

Personality Traits
Nation. My city, nation, or people are all that matter.
Freedom. Chains are meant to be broken, as are those who would forge them.
Respect. People deserve to be treated with dignity and respect.
Freedom. Tyrants must not be allowed to oppress the people.
Community. We have to take care of each other, because no one else is going to do it.

Ideals
Those who fight beside me are those worth dying for.
Someone I loved died because of a mistake I made. That will never happen again.
I protect those who cannot protect themselves.
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
No one else is going to have to endure the hardships I've been through.

Bonds
I’d rather eat my armor than admit when I’m wrong.
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
The monstrous enemy we faced in battle still leaves me quivering with fear.
Once I start drinking, it's hard for me to stop.
Once someone questions my courage, I never back down no matter how dangerous the situation.

Flaws


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