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Melinda Wagglesacks in Dungeons & Dragons 5e

Melinda Wagglesacks

5 Level (0/14000 XP for level-up) Far Traveler Background Variant Human Race / Species / Heritage True Neutral Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR 10

+0

DEX 16

+3

CON 16

+3

INT 10

+0

WIS 16

+3

CHA 11

+0

44
Hit Points
+6
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
50
Speed (walk/run/fly)
16
Passive Perception
5 / 5
ki
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+0 Deception CHA
+0 History INT
+6 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+6 Medicine WIS
+0 Nature INT
+6 Perception WIS
+3 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Mobile Feat
Crusher Feat
Martial Arts
Ki
Unarmored Movement
Drunken
Deflect Missiles
Slow Fall
Extra Attack
Stunning Strike

Features & Traits
One set of traveler's clothes, flute, poorly wrought maps from your homeland, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp
Quarterstaff
Explorer's Pack
10 Darts
Mondo's Gift
--------------------
Magical Beer Helmet/Neural Implant - Ammunition.
--------------------
A beer helmet that Xofeer convinced Corvus to develop. Using WHITEHAVEN neuroscience technology, Luscovorian Ale, Naytushvan Produced Kecruintine, and many ethics violations, this helmet speeds up alcohol absorption, and tracks it. The helmet connects to the brain, and on each side is a apparatus to put two standard cans of beer.
-------------------
Gulps: This Helmet can provide 10 gulps of alcohol before you must take an action to replace the cans of beer.

Naytushvan Kecruintine: Gain +1 to AC.

BAC: The absorption of alcohol is increased. You now have a stat called BAC, and the max is 10. For every BAC you have, gain +1 to damage and -1 to hit. In addition, reaching 10 results in you being falling unconscious. At the start of your next turn, you must make a DC 12 Con Save to wake up, reducing BAC to 9.

Chug!: At the start of your turn, as a free action, you can either Chug or Sober up. Chug increases your BAC by 1d4. Sober Up reduces your BAC by 1d2.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Skills: Performance, Acrobatics, Insight, Perception, Medicine,Stealth
Armor: None
Weapons: Simple Weapons, Short Swords
Tools: Alchemist Supplies, Brewer Supplies, Flute
Saving Throws: Strength, Dexterity
Common, Dwarvish, Gnomish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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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