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K'Rik

5 Level (900/14000 XP for level-up) Outlander Background Human (Mark of Finding) Race / Species / Heritage Neutral Alignment
Monk
Level 4
Hit Dice: 3/4
1d8+1 Class 1
Druid
Level 1
Hit Dice: 1/1
1d+1 Class 3

STR
16
+3
DEX
14
+2
CON
13
+1
INT
10
+0
WIS
14
+2
CHA
10
+0
21
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
12
Passive Perception
3 /
Ki
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+0 Deception CHA
+0 History INT
+2 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +7 STR 1d4+3 Bludgeon
 Range 5 ft
Sling +7 STR 1d4+3 Bludgeon
 Range 30/120
Dart +7 STR 1d4+3 Piercing
 Range 30/120
Quarterstaff +7 STR 1d6+3 Bludgeon
 Versatile, Range 5 ft
Attacks

Spell Book

Dark-vision

Features & Traits
Quarterstaff
Sling
Sling bullets (100)
Darts(10)
Backpack
Bedroll
Blankets (4)
Mess kit
Tinderbox
Torches (10)
Rations (10 days)
Water skin (2)
Hemp rope (50 ft)
Hunting trap
Green mantle (Leaves and feathers)
Set of travellers clothes
Belt pouch
Tent (2 man)
Woodcarvers tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Hunters Mark (once per day)
Locate Objects (once per day)
Spellcasting
Common
Goblin
Draconian

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Sling

Weapon

Common

Ammunition

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Type Damage Damage Range
Simple Ranged 1d4 Bludgeoning 30/120 ft

Cost: 1sp
Weight: 0 lb

DnD 5e PHB

Dart

Weapon

Common

Finesse, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Ranged 1d4 Piercing 20/60 ft

Cost: 5cp
Weight: 0.25 lb

DnD 5e PHB

Quarterstaff

Weapon

Common

Versatile

Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

Cost: 2sp
Weight: 4 lb

Tent - 2-person

Adventuring Gear Common

A simple and portable canvas shelter, a tent sleeps two.

Cost: 2gp Weight: 20lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

DnD 5e SRD

Hunting Trap

Adventuring Gear Common

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Cost: 5gp Weight: 25lbs


 

The statblocks of your class features

Monk, Way of the Open Hand


Hit Points

Hit Dice: d8 per Monk, Way of the Open Hand level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, Stealth  

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer's pack or (b) an explorer's pack
• 10 darts

Overview & Creation

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.   Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.   Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.   Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.


Class Features

Unarmored Defense

While 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 mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property.
You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield:   • Unarmed strikes and monk weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
• You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons. This die increases as you gain monk levels, as shown on the table above.
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.  

Ki

At 2nd level, your training allows you to channel the mystic energy of ki. Your access to this power is represented by a number of ki points. You have a number of ki points equal to your monk level. When you spend a ki point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended ki back into yourself. You must spend at 30 minutes of the rest meditating in order to regain ki.
Some ki powers require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
  You start with the knowledge of these three ki powers:   Flurry of Blows
Immediately after taking the Attack action on your turn, you may 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. When you do so, your jump distance is doubled for the turn.  

Unarmored Movement

At 2nd level, your speed increases when you are not wearing armor or using a shield. This bonus is listed on the table below.  

Deflect Missiles

At 3rd level, you may use your reaction when you are kit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free. If you catch a missile in this way, can spend 1 ki point to make a ranged attack with the weapon or ammunition as part of the same action. You make this attack with proficiency, and treat the missile as a monk weapon for this attack.  

Monastic Tradition: Way of the Open Hand

At 3rd level, you commit yourself to the Way of the Open Hand monastic tradition. You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:   • It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.  

Ability Score Increase

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Slow Fall

At 4th level, you may use your reaction to reduce any falling damage taken by an amount equal to 5 times your monk level.  

Extra Attack

At 5th level, you can attack twice whenever you take the Attack action on your turn.  

Stunning Strike

At 5th level, you can interfere with the flow of ki in another creature's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on Constitution saving throw or be stunned until the end of your next turn.  

Ki Strikes

At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.  

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.  

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.  

Stillness of Mind

At 7th level, you can use your action to end one effect yourself that is causing you to be charmed or frightened.  

Unarmored Movement

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.  

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.  

Tongue of the Sun and Moon

At 13th level, you can touch the ki of other minds so that you understand all spoken languages. Moreover, and creature that understands a language can understand what you say.  

Diamond Soul

At 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail you may spend 1 ki point to reroll it and take the second result.  

Timeless Body

At 15th level, your ki sustains so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.  

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them.
To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.  

Empty Body

At 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During this time, you have resistance to all damage except force damage.
In addition, you may spend 8 ki points to cast astral projection, without needing material components. When you do so, you can't take other creatures with you.  

Perfect Self

At 20th level, when you roll initiative and have no ki points remaining, you gain 4 ki points.


LvlProficiency BonusFeaturesMartial ArtsUnarmored Movement
1st+2Unarmored Defense, Martial Arts1d4
2nd+2Ki, Unarmored Movement1d4+10 ft.
3rd+2Deflect Missiles, Way of the Open Hand1d4+10 ft.
4th+2Ability Score Improvement, Slow Fall1d4+10 ft.
5th+3Extra Attack, Stunning Strike1d6+15 ft.
6th+3Ki Strikes, Wholeness of Body1d6+15 ft.
7th+3Evasion, Stillness of Mind1d6+15 ft.
8th+3Ability Score Improvement1d6+15 ft.
9th+4Unarmored Movement improvement1d6+15 ft.
10th+4Purity of Body1d6+20 ft.
11th+4Tranquility1d8+20 ft.
12th+4Ability Score Improvement1d8+20 ft.
13th+5Tongue of the Sun and Moon1d8+20 ft.
14th+5Diamond Soul1d8+25 ft.
15th+5Timeless Body1d8+25 ft.
16th+5Ability Score Improvement1d8+25 ft.
17th+6Quivering Palm1d10+25 ft.
18th+6Empty Body1d10+30 ft.
19th+6Ability Score Improvement1d10+30 ft.
20th+6Perfect Self1d10+30 ft.

Outlander

You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveller's clothes, and a belt pouch containing 10gp

Features

Feature: Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.   d10 Origin:

  1. Forester
  2. Trapper
  3. Homesteader
  4. Guide
  5. Exile or Outcast
  6. Bounty Hunter
  7. Pilgrim
  8. Tribal Nomad
  9. Hunter-Gatherer
  10. Tribal Marauder
  Feature: Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Often considered rude and uncouth among civilised folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

Traits

Roll a d8 1d8 Personality Trait
1
I'm driven by a wanderlust that led me away from home.
2
I watch over my friends as if they were a litter of newborn pups.
3
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
4
I have a lesson for every situation, drawn from observing nature.
5
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.

Ideal

Roll a d6 1d6 Ideal
1
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3
Honour. If I dishonour myself, I dishonour my whole clan. (Lawful)
4
Might. The strongest are meant to rule. (Evil)
5
Nature. The natural world is more important than all the constructs of civilisation. (Neutral)
6
Glory. I must earn glory in battle, for myself and my clan. (Any)

Bond

Roll a d6 1d6 Bond
1
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2
An injury to the unspoiled wilderness of my home is an injury to me.
3
I will bring terrible wrath down on the evildoers who destroyed my homeland.
4
I am the last of my tribe, and it is up to me to ensure their names enter legend.
5
I suffer awful visions of a coming disaster and will do anything to prevent it.
6
It is my duty to provide children to sustain my tribe.

Flaw

Roll a d6 1d6 Flaw
1
I am too enamoured of ale, wine, and other intoxicants.
2
There's no room for caution in a life lived to the fullest.
3
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4
I am slow to trust members of other races, tribes, and societies.
5
Violence is my answer to almost any challenge.
6
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human (Mark of Finding)

Ability Score Increase Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size Medium
Speed 30ft

Darkvision. 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.   Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.   Finder's Magic. You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.   Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.  

Spell Level Spells
1st faerie fire, longstrider
2nd locate animals or plants, locate object
3rd clairvoyance, speak with plants
4th divination, locate creature
5th commune with nature

 

Languages. You can speak, read, and write Common and Goblin.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 251

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90 ft
Duration Concentration, 1 Hour
Components V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Ranger

Locate Object

2-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Statblocks for your Trinkets, businesses, building, castles, empires.

Belt Pouch

Adventuring Gear Common

A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

Cost: 5 sp Weight: 1 lb


 

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Dileg.

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