Mikey de Costa
Mikey de Costa
STEALTH DISADVANTAGE
ARMOR Athlete. When you are prone, standing up uses only 5 feet of your
STRENGTH Unarmored Defense (Monk) (17) 17 movement.Climbing doesn’t cost you extra movement.You can
make a running long jump or a running high jump after moving only
PROFICIENCY BONUS +3 5 feet on foot, rather than 10 feet.
8
SHIELD
AC
Mobile. When you use the Dash action, difficult terrain doesn’t cost
you extra movement on that turn.When you make a melee attack
N
CIE C
against a creature, you don’t provoke opportunity attacks from that
+2 Strength
Y
PROFI
✘ creature for the rest of the turn, whether you hit or not.
-1
✘ +7 Dexterity Unarmored Defense. While you are wearing no armor and not
wielding a shield, your AC equals 17.
+1 Constitution ARMOR CLASS
DEXTERITY Martial Arts. Your unarmed strike does 1d6+4 damage. You can use
+0 Intelligence Strength or Dexterity for these attacks.When you use the Attack
MAXIMUM HIT DICE TEMPORARY
18
action with an unarmed strike or a monk weapon on your turn, you
+3 Wisdom can make one unarmed strike as a bonus action. For example, if you
45 7d8 take the Attack action and attack with a quarterstaff, you can also
+1 Charisma make an unarmed strike as a bonus action, assuming you haven’t
CONDITIONAL already taken a bonus action this turn.
+4 Ki. You have 7 Ki Points and your Ki DC is 14
CURRENT HIT POINTS Flurry of Blows (Bonus Action—Ki). Immediately after you take the
Attack action on your turn, you can spend 1 ki point to make two
CONSTITUTION DEATH SAVING THROWS
unarmed strikes.
SAVING THROWS
12 SPEED FLY CLIMB SWIM Patient Defense (Bonus Action—Ki). You can spend 1 ki point to
N
CIE C
take the Dodge action on your turn.
+7 Acrobatics (Dex) 55ft. 0ft. 0ft. 0ft.
Y
PROFI
✘
RT
EXPE
Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION take the Disengage or Dash action on your turn, and your jump
+1 +0 Arcana (Int)
distance is doubled for the turn.
Unarmored Movement. Your speed increases by 15 feet while you
✘ +2 Athletics (Str) are not wearing armor or wielding a shield.
INTELLIGENCE ✘ +4 Deception (Cha) Deflect Missiles (Reaction). You can deflect or catch the missile
when you are hit by a ranged weapon attack. When you do so, the
10 ✘
+0 History (Int)
+6 Insight (Wis)
damage you take from the attack is reduced by 1d10+11.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
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS make a ranged attack with the weapon or piece of ammunition you
+0 +0 Investigation (Int)
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.
+3 Medicine (Wis)
WISDOM Slow Fall (Reaction). Reduce any falling damage you take by 35.
+0 Nature (Int)
Extra Attack. You can attack twice, instead of once, whenever you
16 ✘ +6 Perception (Wis)
+1 Performance (Cha)
take the Attack action on your turn.
Stunning Strike (Ki). When you hit another creature with a melee
weapon attack, you can spend 1 ki point to attempt a stunning
+1 Persuasion (Cha)
+3 +0 Religion (Int)
strike. The target must succeed on a Constitution saving throw or be
stunned until the end of your next turn.
Ki-Empowered Strikes. Your unarmed strikes count as magical for
+4 Sleight of Hand (Dex) the purpose of overcoming resistance and immunity to nonmagical
CHARISMA +4 Stealth (Dex) attacks and damage.
12 +3 Survival (Wis) Evasion. When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you instead
SKILLS take no damage if you succeed on the saving throw, and only half
damage if you fail.
+1 16 PASSIVE PERCEPTION Stillness of Mind (Action). You can end one effect on yourself that is
causing you to be charmed or frightened.
Open Hand Technique. Whenever you hit a creature with one of the
ADVANTAGE
attacks granted by your Flurry of Blows, you can impose one of the
following effects on that target: knock prone DEX Save, Push 15 feet
+4
STR Save, It can’t take reactions until the end of your next turn.
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS
Wholeness of Body (Action—1/Long Rest). You can regain 21 hit
points.
NAME RANGE ATTACK DAMAGE / TYPE
Nunchucks 5 ft +6 vs AC 1d8+4 bludgeoning (Versatile)
Versatile
FEATURES & TRAITS
Armor Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have
one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
I honor my deities through practices that are foreign You aren't one of those folk.
to this land.
I begin or end my day with small traditional rituals You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
that are unfamiliar to those around me.
are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not
choose to share.
PERSONALITY TRAITS
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that
Inquisitive. Everything is new, but I have a thirst to some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same
learn. (Neutral) token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Clothes, Common 1 3 Immovable Rod 1 —
Explorer’s Pack 1 10 Immovable Rod 1 —
[Nunchucks] 1 4
0 0 0 0 0
17 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Clothes, Common Explorer’s Pack Nunchucks
Adventuring Gear Equipment Packs Weapons
This flat iron rod has a button on one end. You can use an This flat iron rod has a button on one end. You can use an
action to press the button, which causes the rod to become action to press the button, which causes the rod to become
magically fixed in place. Until you or another creature uses magically fixed in place. Until you or another creature uses
an action to push the button again, the rod doesn't move, an action to push the button again, the rod doesn't move,
even if it is defying gravity. The rod can hold up to 8,000 even if it is defying gravity. The rod can hold up to 8,000
pounds of weight. More weight causes the rod to pounds of weight. More weight causes the rod to
deactivate and fall. A creature can use an action to make a deactivate and fall. A creature can use an action to make a
DC 30 Strength check, moving the fixed rod up to 10 feet DC 30 Strength check, moving the fixed rod up to 10 feet
on a success. on a success.