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Dahyun lvl10

This document provides character details for Dahyun of Dul, a level 5 cleric/monk multiclass character. Key details include: - Dahyun is a half-elf Sampo priestess with 1200 experience points. - Their ability scores provide bonuses to Wisdom and Dexterity and penalties to Strength and Constitution. - As a cleric/monk, Dahyun can use light/medium armor, simple weapons, and has proficiency in Insight, Medicine, and Religion. - Class features allow for channel divinity, ritual casting, ki points to fuel monk abilities like Flurry of Blows, and the ability to channel mystic energy through their deity.

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0% found this document useful (0 votes)
18 views4 pages

Dahyun lvl10

This document provides character details for Dahyun of Dul, a level 5 cleric/monk multiclass character. Key details include: - Dahyun is a half-elf Sampo priestess with 1200 experience points. - Their ability scores provide bonuses to Wisdom and Dexterity and penalties to Strength and Constitution. - As a cleric/monk, Dahyun can use light/medium armor, simple weapons, and has proficiency in Insight, Medicine, and Religion. - Class features allow for channel divinity, ritual casting, ki points to fuel monk abilities like Flurry of Blows, and the ability to channel mystic energy through their deity.

Uploaded by

tayjastay
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Cleric 5 Monk 5 - Grave Domain Jason

CLASS & LEVEL PLAYER NAME


Dahyun of Dul Half Elf/Sampo Sampo Priestess 1200
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity

-1
-1

+2
Constitution
Intelligence
+1 18 37 37 --
CLASS
+ +10 Wisdom INITIATIVE HIT POINTS
9
+ +3 Charisma
Total SUCCESSES
Saving Throw Modifiers
DEXTERITY
Advantage on saving throws 5d8 FAILURES

+1 against being charmed, and


magic can’t put you to sleep.
DEFENSES HIT DICE DEATH SAVES

12 SAVING THROWS INSPIRATION


=== ARMOR ===
Light armor, medium armor, shields
CONSTITUTION +1 Acrobatics DEX
+3 PROFICIENCY BONUS
-1 +6

+4
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Simple weapons

8 -1 Athletics STR
6 ki ABILITY SAVE DC 18 === LANGUAGES ===
0 Deception CHA
Western Common
+2 History INT Eastern Common
INTELLIGENCE
+ +10 Insight WIS Elven
+2 0

+2
Intimidation CHA
Investigation INT
40 ft. (Walking) ===PROFICENCIES===
Drum
14 + +10 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM + +10 Perception WIS


+ +4 Performance CHA === ACTIONS === === SPECIAL ===
+7 0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Channel Divinity/Mystery • 1 / Short Rest
You can channel divine energy to fuel magical
+ +8 Religion INT Help, Hide, Ready, Search, Use an Object, effects a number of times per short rest based on your
24 Opportunity Attack, Grapple, Shove, Improvise, Two- level: [2nd] 1, [6th] 2, [17th] 3
+1 Sleight of Hand DEX Weapon Fighting, Interact with an Object
+1 Stealth DEX
=== BONUS ACTIONS ===
CHARISMA + +10 Survival WIS Unarmed Strike
When you use the Attack action with an unarmed

0 strike or a monk weapon on your turn, you can make


one unarmed strike as a bonus action.

11

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

17 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +4 1d6/blunt + dex

Spear +4 1d6/piercing + dex


17 PASSIVE WISDOM (INSIGHT)

Spear 2handed +3 1d8/piercing + str

12 PASSIVE INTELLIGENCE (INVESTIGATION)


Staff+ +4 1d6/blunt+dex

SENSES WEAPON ATTACKS & CANTRIPS

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Cleric 4 Monk 5 - Grave Domain Jason
CLASS & LEVEL PLAYER NAME
Dahyun of Dul Half Elf/Sampo Sampo Priestess
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

===Cleric Features=== Ki: You can spend Ki Points to fuel ki features. You Channel Mystery: Also starting at 3rd level, you gain
Ritual Casting: You can cast a cleric spell as a ritual if have 2 points per short rest and your Ki save DC is 14. the ability to channel mystic energy bestowed within
that spell has the ritual tag and you have the spell you from your deity, using that energy to fuel magical
prepared. Flurry of Blows - After you take the Attack action on effects.
your turn, you can spend 1 ki point to make two
===Monk Features=== unarmed strikes as a bonus action. You start with two such effects: Inner Peace and the
Unarmored Defense: Beginning at 1st level, while you Channel Divinity option granted at 2nd level by your
are wearing no armor and not wielding a shield, your Patient Defense - You can spend 1 ki point to take the chosen domain. You employ that Channel Divinity
AC equals 10 + your Dexterity modifier + your Wisdom Dodge action as a bonus action on your turn. option by using your Channel Mystery ability.
modifier.
Step of the Wind - You can spend 1 ki point to take the When you use your Channel Mystery, you choose
Martial Arts: At 1st level, your practice of martial arts Disengage or Dash action as a bonus action on your which effect to create. You must then finish a short or
gives you mastery of combat styles that use unarmed turn, and your jump distance is doubled for the turn. long rest to use your Channel Mystery again.
strikes and monk weapons, which are shortswords and
any simple melee weapons that don’t have the two- Deflect Missiles: you can use your reaction to deflect Some Channel Mystery effects require saving throws.
handed or heavy property. or catch the missile when you are hit by a ranged When you use such an effect, the save DC equals
weapon attack. When you do so, the damage you take your ki save DC.
You gain the following benefits while you are unarmed from the attack is reduced by 1d10 + your Dexterity
or wielding only monk weapons and you aren’t wearing modifier + your monk level. ===Racial Features===
armor or wielding a shield: Darkvision: You can see in dim light within 60 feet of
===Qi Weaver=== you as if it were bright light, and in darkness as if it
You can use Dexterity instead of Strength for the Touched by the Heavenly Ones: Starting when you were dim light. You can’t discern color in darkness,
attack and damage rolls of your unarmed strikes and choose this tradition at 3rd level, you are touched by only shades of gray.
monk weapons. the divinity you follow, who bestows a fragment of their
power upon you. Fey Ancestry: You have advantage on saving throws
You can roll a d4 in place of the normal damage of against being charmed, and magic can’t put you to
your unarmed strike or monk weapon. This die Pick a divine domain from your chosen deity's list of sleep.
changes as you gain monk levels, as shown in the eligible domains. Alternatively, the following domains
Martial Arts column of the Monk table. are thematically appropriate and easily compatible with ===Background Feature===
the concept of this monastic tradition: Knowledge,
When you use the Attack action with an unarmed Light, Nature, War. Sampo Dance: By performing a ritual dance this priest
strike or a monk weapon on your turn, you can make is able to get advantage on calming or dealing with a
one unarmed strike as a bonus action. For example, if Heavenly Arcana: At 6th level, you learn all 1st- and spirit.
you take the Attack action and attack with a 2nd-level cleric domain spells for your chosen domain.
quarterstaff, you can also make an unarmed strike as To cast one of these spells, you spend a number of ki Stunning Strike: When you hit another creature with a
a bonus action, assuming you haven’t already taken a to create a spell slot of a given level, and then use that melee weapon attack, you can spend 1 ki point to
bonus action this turn. slot to cast a spell. attempt a stunning strike. The target must succeed on
a Constitution saving throw or be stunned until end of
Unarmoured Movement: Your speed increases by 10 Slow Fall: you can use your reaction when you fall to your next turn.
feet while you are not wearing armor or wielding a reduce any falling damage you take by an amount
shield. equal to five times your monk level.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Spear 1 Giant’s Ochre 1

Backpack 1 . Magic Cigerette 1 x 5 uses

SP 0 Blanket 1 Tidestone 1

Candle 10
EP 0 Rations (1 day) 2

Tinderbox 1
GP 70 Waterskin 1

Alms Box 1
PP 0 Block of Incense 2 .

Censer 1
WEIGHT CARRIED
Vestments 1
41 lb.
ENCUMBERED Holy Symbol 1 ATTUNED MAGIC ITEMS QTY WEIGHT

45 lb. Drums 1 Toad Staff +1 ki +2 INT, +2 WIS, +2 Arcana, +2 Religion

PUSH/DRAG/LIFT Lantern of glowing peas 1

270 lb.
EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
F 32 Medium 6'1'' 135
GENDER AGE SIZE HEIGHT WEIGHT
Dahyun of Dul Advocate Jindao Tanned Black Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

Adventurers Guild
Sampo Priestly Order

PERSONALITY TRAITS

Aid the undead to move on, they are not


the enemy. Help those in need and do not
seek to take advantage of the weak.
IDEALS

She shows the fanged teeth BONDS


with her pointed ears from
her wood elven heritage and
Will push herself beyond her
the cat like eyes.
bodies capabilities to help.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Born into a family of half bloods, her elven side


does not present itself as strongly as her human
side. She grew up amongst the priestly order,
following her mother and father as they travelled
the land healing the trapped dead.

She was a sickly child though and they pushed her


to take a role in a city, safe from the dangers of
the marsh. She rejected this idea though and took
to the road herself.

Eventually she would meet the strange cursed


druid she would count as a close friend and she
hopes through him she may find a cure for the
land she calls home.

Now she seeks answer abroad by joining the


adventuring guild.

CHARACTER BACKSTORY ADDITIONAL NOTES

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wis 18 +10
Cleric
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)
0 Guidance Cleric
0 Spare the Dying Cleric
0 Toll the Dead Cleric
0 Mending Cleric
=== 1st LEVEL === 4 Slots OOOO
- Bane Cleric Ki casting 2 ki
Create or Destroy Water Cleric
+ Cure Wounds Cleric
Detect Evil and Good <C> Cleric
+ Detect Magic [R]<C> Cleric
Bless <C> Cleric
+ Detect Poison and Disease [R]<C> Cleric
+ Guiding Bolt Cleric
Healing Word Cleric
Command Cleric
+ Inflict Wounds Cleric
Protection from Evil and Good <C> Cleric
Purify Food and Drink [R] Cleric
+ Sanctuary Cleric
Shield of Faith <C> Cleric
- False Life Cleric Ki casting 2 ki
=== 2nd LEVEL === 3 Slots OOO
Aid
Augury [R]
Blindness/Deafness
+ Calm Emotions
Continual Flame
Enhance Ability
Find Traps
- Gentle Repose [R] Cleric Ki casting 3 ki
+ Hold Person
Lesser Restoration
Locate Object
+ Prayer of Healing
Protection from Poison
+ Silence [R]
Spiritual Weapon
Warding Bond
Zone of Truth
- Ray of Enfeeblement Cleric Ki casting 3 ki
+ Blindness/Deafness
=== 3rd LEVEL=== 2 Slots OO
+ Speak with Dead
+ Spirit Guardians

SPELLS

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