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Tigrosa Annexa

5 Level (0/14000 XP for level-up) Criminal Background Bugbear Race / Species / Heritage Neutral Evil Alignment
Monk: Way of the Open Hand
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
10
+0
DEX
17
+3
CON
15
+2
INT
8
-1
WIS
15
+2
CHA
8
-1
36
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
12
Passive Perception
5 / 5
ki
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+6 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
-1 Deception CHA
-1 History INT
+2 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +3 DEX 1d6+3 slashing
 Ranged (20/60), Thrown, Vers,
MA Fists +6 DEX 1d6+3 Bludge
 range of 10 ft
Attacks

Spell Book

Tough- +10hp. 2+ per level


Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size. Your size is Medium

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 discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.

Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Features & Traits
A crowbar
a set of dark common clothes including a hood

any simple weapon, Spear
an explorer's pack
10 darts

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Ki save DC = 14

Open Hand Technique
Starting when you choose this tradition at 3rd level, 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.


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.

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.

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.
Spellcasting
Common
Goblin

Languages & Proficiencies
Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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