Before you start designing your character, consider what type of monk you are planning to play.Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play
Please read carefully and do not skim.
I recommend jotting this information down on a piece of paper but not a character sheet. The DM will provide you with the proper character sheet to use for this storyline.
The DM will not buy into your bullshit. If you show up claiming to have read this and committed it all the memory, you shall suffer the wrath and scorn of the DM.
ONLY USE THE CHARACTER SHEET I POSTED IN THE GROUP FOR CATALYST CHARACTERS! DO NOT USE ANY OTHER SHEET! THIS IS VERY IMPORTANT.
FIRST … Choose a race from those available for this storyline. As shown in the image below – this includes: Human, Dwarf, Elf, and Halfling. No subraces may be chosen. If needed, you may refer to information about these Races within the Basic Rules PDF.
Write your chosen race into the section of character sheet that reads “Race.”
NEXT … Choose a Background. Please note, we will only be using the Backgrounds available within the Basic Rules PDF beginning on page 36.
Please mark down the following information only: Skill Proficiencies, Languages, Equipment, and Feature.
Choose your Languages from ONLY standard languages Using the chart on page 34 of the Basic Rules PDF.
Write your chosen Background in the section of character sheet “Background.”
NEXT .. Determine Base Ability Scores
Please use these following numbers to assign to any of your six ability scores. Do not add in any other bonuses, racial or otherwise! Simply assign these numbers as you wish in the small oval in each ability score section.
HUMAN: 16, 16, 16, 11, 11, 11
ELF: 17, 16, 16, 10, 10, 10
HALFLING: 17, 16, 16, 10, 10, 10
NEXT … APPLY LEVEL ADJUSTMENTS
Write in “Monk 17th” in the Class & Level section of character sheet.
Your character is 17th level. Therefore, you may add 8 additional points to your Base Ability Scores. No stat may be raised above 20.
THEN … PROFICIENCY BONUS
Look at the section that says “Proficiency Bonus.” Write in D12.
NEXT … INITIATIVE BONUS
Look at the section marked “Initiative” on your character sheet. Write in D6.
NEXT … MODIFIERS
Using the BASIC RULES PDF, look at page 7. Write in the modifier for each of your Ability Scores in the large square section under each Abilty.
Now using these modifiers ONLY, write in your Saving Throw bonuses and Skill Bonuses. For example, if you have a DEXTERITY of 20 then your modifier is +5. That would mean you would write “+5” in your Dexterity saving throw section. And that would also mean that you have “+5” in each skill marked with (DEX) so Acrobatics would read “+5.”
Please fill in the circle next to Strength, Dexterity.
Also fill in the circle next to any skills that is a proficiency, determined by your Background.
Now look at Page 77 of the 5th edition Player’s Handbook. Choose two of the Skills under Class Features and color in the dot next to whichever you choose.
NEXT …. DEFINING CLASS
Choose a secondary class: Cleric, Fighter, Rogue, or Wizard. This will simply define your character. DO NOTHING MORE. SIMPLY CHOOSE a secondary class and move to the next step. Thanks!
NEXT … LANGUAGES
Using the chart on page 34 of the Basic Rules PDF please choose 5 standard Languages and 1 Exotic language.
If for some reason you have no other languages to choose from standard because of your background, you may choose subrace languages if you wish.
Choose your Monastic Order and Tradition. Record this information on your character in the FEATURES & TRAITS section.
NEXT … MONK FEATURES: Look at Page 77 of the 5th edition player’s handbook. Record your starting monk equipment.
NEXT … HIT DICE
Find the “HIT DICE” section of your character sheet. Write in “17d8” in the small area marked “Total”.
NEXT … HIT POINTS
Write in “100” in the section marked “Hit Point Maximum.”
NEXT … KI
Please write “KI: 17” in the section of your character sheet ATTACKS & SPELLCASTING SECTION.
NEXT … KI DC
Calculate your KI DC: 14 + WIS modifier. For example, if you have a WIS of 18 then your modifier is +4. Therefore, your KI DC would be 14 + 4 = 18.
Please write this save DC in the ATTACKS & SPELLCASTING SECTION.
NEXT … ARMOR CLASS
Calculate your Armor class: 10 + DEX modifier + WIS modifier. Then please write this in the section on your character sheet marked “ARMOR CLASS”
NEXT … MARTIAL DAMAGE DICE
Please write “Martial Damage Dice: 6d6” in the section of your character sheet marked ATTACKS & SPELLCASTING
NEXT … Unarmed Strike Attack
In the section ATTACKS & SPELLCASTING, your will see three dark areas. In the first dark area under “NAME” please write in “UNARMED STRIKE.” Then in the section marked “ATK BONUS” mark whichever is best, either your STR or DEX modifier. In the section marked DAMAGE/TYPE please write “D10+X/B” where X is the number you wrote for ATK BONUS. Meaning if your ATK BONUS is +5 then the X would be +5 so it should look like this: “D10+5/B”
FINALLY … SPEED
Please write in “55” in the section marked Speed.
At this point, you are done!
This was updated on 1/11/16 for those who were not there on Saturday.