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Fen Padfoot

5 Level (0/14000 XP for level-up) Acolyte Background Halfling Race / Species / Heritage Neutral Good Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
12
+1
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
11
+0
45
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40/80
Speed (walk/run/fly)
13
Passive Perception
5 / 5
Focus Points
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+0 Deception CHA
+0 History INT
+6 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff/ Fishing Pole +7 DEX 1d8+4 bludgeon
Unarmed Strike +7 DEX 1d8+4 bludgeon
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame +6 60 ft 1d8
Light
Lucky: When you roll a 1 on a D20 check, you can reroll the die. You must use the new result, even if it is a 1.
Brave: You have advantage on saving throws against being frightened.
Can move through larger creature's spaces.
Can take the hide action even when obscured only by a creature one size larger.
Magic Initiate Feat: Know 2 cantrips and 1 level one spell from cleric list. Sacred Flame, Light and Bless

Martial Arts: While wielding monk weapons and no armor or shield, can make and unarmed attack as a bonus action, can use the martial arts die while making monk attacks and can use Dex for your weapon modifier for attacks. Can use Dex as your save DC for determine Strength saves for grapple and shove actions.
While not wearing any armor or shields, may use Dex and Wisdom for your AC.
Gain focus points for Monk skills equal to Monk level, renewed after any rest. Saves equal to 8 plus wisdom modifier plus proficiency.

  • Flurry of Blows: Expend 1 focus point to make two unarmed attacks as a bonus action.
  • -Patient Defense: Can take the Disengage action as a bonus action; or can spend 1 focus point to take Disengage and Dodge as a bonus action.
    -Step of the Wind: Can take the Dash action as a bonus action or spend 1 focus point to take both Disengage and dash as a bonus action, doubling your jump distance that turn.

    *Unarmored Movement: Speed increases by 10 feet when not wearing armor or shields, updating at certain levels.
    *Uncanny Metabolism: When you roll initiative, you can regain all expended focus points once between long rests. When you do roll martial arts dice and regain hit points equal to number rolled plus Monk level.
    *Deflect Attacks: When an attack hits you with bludgeoning, piercing or slashing damage; as a reaction, you can reduce the damage by 1d10 plus Dex modifier and Monk level. If you reduce the attack to 0, you can spend 1 focus point to redirect the attack to someone within 5 feet of you or 60 feet if it was ranged as long as they aren't in total cover. Creature must succeed on a Dex saving throw or take damage equal to two of your martial arts dice plus Dex modifier.

    Monk subclass: Warrior of the open hand
    *Whenever you hit a creature with an attack by your flurry of blows, you can impose one of the following effects on the target.
    Addle: Target can't make opportunity attacks until the start of its next turn.
    Push: Target must succeed on a strength saving throw or be pushed 15 feet from you.
    Topple: Target must succeed on a Dex saving throw or have the prone condition.

    Slow Fall: You can take a reaction to reduce fall damage by an amount equal to five times your Monk level.
    Extra Attack: You can attack twice instead of once when you take the attack action
    Stunning Stike: Once per turn, when you hit a target with a Monk attack, you can expend 1 focus point to make the target make a Con saving throw. On a failed save, the target has the stunned condition until the start of your next turn. On a success, its speed is halved and the next attack made against it has advantage.





    Features & Traits
    quarterstaff/Fisherman Pole (extending pole)
    explorer's pack
    set of common clothes
    belt pouch
    Set of Traveler's tools
    Brewing supply's
    Collection of flasks
    Fathers research and maps

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 809, Platinum: 0 Money
    Common
    Halfling
    Elven

    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.

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