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Augak Ogolavone

3 Level (0/2700 XP for level-up) Criminal / Spy Background Goliath Race / Species / Heritage Neutral Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
10
+0
DEX
15
+2
CON
16
+3
INT
8
-1
WIS
15
+2
CHA
8
-1
30
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
3 / 3
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+4 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+1 Deception CHA
-1 History INT
+4 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+4 Medicine WIS
-1 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +4 DEX 1d8+2 Bludgeoning
 Versatile
Dart +4 DEX 1d4+2 Piercing
 Finesse, Thrown
Unarmed Strike +4 DEX 1d4+2 Bludgeoning
Attacks
Quarterstaff 1
Dart 10
Backpack 1
Clothes Common 1
Crowbar 1
Torch 10
Bedroll 1
Mess Kit 1
Rations (1 day) 10
Rope Hempen (50 feet) 1
Tinderbox 1
Waterskin 1
Small Drum of Funk 1

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Armor. None.
Weapon Proficiencies: Simple weapons, Shortswords
Tools. Alchemist's Supplies , Herbalism kit , Playing Card Set, Thieve's Tools
Languages. Common, Giant, Goliath

Languages & Proficiencies
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) Redemption. Theres a spark of good in everyone. (Good) People. Im loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

Ideals
Nothing is more important than the other members of my family. Someone I loved died because of a mistake I made. That will never happen again.

Bonds
If theres a plan, Ill forget it. If I dont forget it, Ill ignore it.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

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

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

Homebrew

Small Drum of Funk

Wondrous Item

Uncommon

While wearing it, you can tap it and expend 1 charge to inspire. It makes no sound but soothing waves flow trough up to three creatures of your choice within range.
  • Casting Time: 1 action/1 Bonus Action
  • Range: 30 feet
  • Duration: up to 1 minute
  • Charges: 1
  • Recharge: Short rest 1
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Cost: 100gp
Weight: 1lb

The statblocks of your class features

Player's Handbook p77

Monk

Level Proficiency Bonus Martial Arts Ki Points Unarmoured Movement Features
1st +2 1d4 - - Unarmoured Defense, Martial Arts
2nd +2 1d4 2 +10ft Ki, Unarmored Movement
3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition Feature
7th +3 1d6 7 +15ft Evasion, Stillness of Mind
8th +3 1d6 8 +15ft Ability Score Improvement
9th +4 1d6 9 +15ft Unarmored Movement Improvement
10th +4 1d6 10 +20ft Purity of Body
11th +4 1d8 11 +20ft Monastic Tradition Feature
12th +4 1d8 12 +20ft Ability Score Improvement
13th +5 1d8 13 +20ft Tongue of the Sun and Moon
14th +5 1d8 14 +25ft Diamond Soul
15th +5 1d8 15 +25ft Timeless Body
16th +5 1d8 16 +25ft Ability Score Improvement
17th +6 1d10 17 +25ft Monastic Tradition Feature
18th +6 1d10 18 +30ft Empty Body
19th +6 1d10 19 +30ft Ability Score Improvement
20th +6 1d10 20 +30ft Perfect Self
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per level
armor proficiencies: None
weapon proficiencies: 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, and 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
spellcasting:
None.

class features:
Unarmored defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial arts
At 1st level, 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 1d4 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 in the Weapons section.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
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.
  • 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
Starting at 2nd level, 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.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic tradition
When you reach 3rd level, you commit yourself to a monastic tradition, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect missiles
Starting at 3rd level, 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 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, which has a normal range of 20 feet and a long range of 60 feet.

Slow fall
Beginning at 4th level, 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’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 a Constitution saving throw or be stunned until the end of your next turn.

Ki-empowered strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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 only half damage if you fail.

Stillness of mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

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

Tongue of the sun and moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

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

Timeless body
At 15th level, your ki sustains you 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.

Empty body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
subclass options:
  WiP: Way of the Astral Self, Way of the Drunken Master, Way of the Kensei, Way of the Long Death, Way of the Open Hand, Way of the Shadow, Way of the Sun Soul

Tasha's Cauldron of Everything p49

Monk (Way of Mercy)

Level Feature
3rd Implements of Mercy, Hand of Healing, Hand of Harm
6th Physician's Touch
11th Flurry of Healing and Harm
17th Hand of Ultimate Mercy
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: This subclass gains proficiency with the Herbalism kit at 3rd level (see Implements of Mercy feature).
saving throws: No additional saving throw proficiencies.
skills: This subclass gains proficiency in Insight and Medicine at 3rd level (see Implements of Mercy feature).
starting equipment:
This subclass receives a Merciful Mask at 3rd level (see Implements of Mercy feature).
spellcasting:
None.

class features:
Implements of mercy
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the following: 1 - Raven, 2 - Black and White, 3 - Crying visage, 4 - Laughing visage, 5 - Skull, 6 - Butterfly.

Hand of Healing
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm
At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician's Touch
Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm
Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

Hand of Ultimate Mercy
By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can't use it again until you finish a long rest.
subclass options:
This is one of the subclasses available to Monks. For other subclasses, see Monk.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Goliath

At the highest mountain peaks dwell the reclusive Goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each Goliath with the responsibility to earn a place in the tribe or die trying.
ability score increase: Your Strength score increases by 2, and your Constitution score increases by 1
age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
alignment: Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Pure Common, Pure Giant and Goliath.
race features:
Natural Athlete. You have proficiency in the Athletics skill.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Racial Description

Driven Competitors: Every day brings a new challenge to a Goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival. Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a Goliath slays a Dragon, he or she might seek out a larger, more powerful Wyrm to battle. Few Goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.   Fair Play: For Goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A Goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains. This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles Goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.   Survival of the Fittest: Among Goliaths, any adult who can’t contribute to the tribe is expelled. A lone Goliath has little chance of survival, especially an older or weaker tone. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the Goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a Goliath dies attempting to keep up, or the Goliath slips away in the night to seek the cold will of fate. In some ways, the Goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A Goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly Goliath, and even those Goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, Goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.   Goliath Names: Every Goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a Goliath, the person who is best at a job should be the one tasked with doing it. A Goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the Goliath. Goliaths assign and use nicknames with their friends of other races and change them to refer to an individual’s notable deeds. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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