Wayne Malone
Wayne Malone
Sheet
AC 13 · HP 147 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
32 featuresAction
- Stillness of MindLevel 7
When Action
You can end charm or frighten effects on yourself with an action.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Flurry of BlowsLevel 2
When After the Attack action
After taking the Attack action, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient DefenseLevel 2
When Bonus action on your turn
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the WindLevel 2
When Bonus action on your turn
You can spend 1 ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.
- Martial ArtsLevel 1
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Your unarmed strike damage is 1d4, and you can make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike on your turn. Your monk damage die becomes larger as you level.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Use your reaction to reduce ranged weapon attack damage by 1d10 + Dex modifier + monk level, and possibly catch and return the missile.
Always on
- Shadow StepLevel 6
When During your turn in dim light or darkness
Spend 2 ki points to teleport between dim light or darkness you can see, then gain advantage on the first melee attack that turn.
- Cloak of ShadowsLevel 11
When Action in dim light or darkness
Spend 4 ki points to become invisible in dim light or darkness for 1 minute.
- Monk ProficienciesLevel 1
You are proficient with simple weapons and shortswords. You gain proficiency in one skill of your choice from the monk list.
- Unarmored DefenseLevel 1
While you are not wearing armor or wielding a shield, your AC equals 10 + Dexterity modifier + Wisdom modifier.
- KiLevel 2
You gain a pool of ki points equal to your monk level. You can spend ki to fuel features such as Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your walking speed increases by 10 feet while you are not wearing armor or wielding a shield. The bonus increases to 20 feet at 6th level, 30 feet at 10th level, and 40 feet at 14th level.
- Monastic TraditionLevel 3
Choose a monastic tradition. You have chosen the Way of Shadow, gaining Shadow Arts.
- Shadow ArtsLevel 3
You can spend 2 ki to cast darkness, darkvision, pass without trace, or silence, without material components. You also gain the ability to speak with your hands and body through subtle shadows and gestures of concealment.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or a feat.
- Deflect Missiles, Return MissileLevel 3
You can spend 1 ki to negate damage and potentially hurl a caught missile back at the attacker.
- Unarmored Movement ImprovementLevel 9
You can move along vertical surfaces and across liquids during your turn without falling during the move.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes and monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 7
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 on a success and only half damage on a failure.
- Diamond SoulLevel 14
You gain proficiency in all saving throws. If you already have proficiency in a save, you add double your proficiency bonus to that save.
- Purity of BodyLevel 10
Your body becomes resilient to poison and disease. You are immune to disease and poison, and you no longer need food or water.
- Martial Arts ImprovementLevel 11
Your unarmed strikes deal 1d8 damage while you are not wielding weapons or a shield, and you can strike with greater force as you advance.
- Timeless BodyLevel 15
You no longer suffer the effects of aging, and you cannot be aged magically. You can still die of old age once your time naturally comes to an end, but your age no longer increases in the usual way.
- Tongue of the Sun and MoonLevel 13
You have an intuitive understanding of all spoken languages and can be understood by any creature that knows a language, though this does not grant the ability to read all languages.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or a feat.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or a feat.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement or a feat.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Bonus SkillHumanHumans are versatile, but using the provided rules profile and no optional variant human feats, no additional feat is granted.
- Bonus LanguageHumanYou know one extra language of your choice. Wayne speaks Common and understands one additional tongue often associated with his travels, contacts, and cons.
- False IdentityCharlatan
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona as needed. Given enough time and materials, you can usually get by as your alternate self without drawing suspicion.
Gear
8 itemsWeapons
- ShortswordA monk weapon with a balanced blade, used as a disciplined sidearm.
- 10×DartSmall throwing weapons for ranged precision and rapid defense.
Tools
- Disguise KitTools for creating false appearances and identities.
- Forgery KitTools used to create forged documents and convincing lies on paper.
- Gaming SetA chosen game suited to a con artist's cover stories and wagers.
Gear
- Explorer's PackTraveler's gear for a long journey, containing useful adventuring supplies.
- Fine ClothesElegant garments used for deception, disguise, and social infiltration.
Purse
- 15×Gold PiecesCoin carried as starting wealth from a charlatan's life.
Appearance
Wayne Malone is a broad-shouldered human with a lean monk's build, weathered hands, and quick, unreadable eyes. He keeps his dark hair cropped short for practicality, wears plain travel-worn wraps under a fine coat that always looks one step too expensive for the road, and carries himself with the unnerving stillness of someone who can vanish into a room without moving a muscle. A half-hidden grin, a scar across one eyebrow, and immaculate posture give him the look of a con man who learned discipline the hard way.
Mannerisms
Wayne speaks softly, then suddenly with perfect confidence when he wants attention. He clasps his hands behind his back when thinking, taps two fingers against his wrist before committing to a plan, and rarely sits with his back to a door. In conversation he smiles at the wrong moment, like he is always listening for a second meaning.
Personality
Wayne is charming, theatrical, and impossible to fully pin down. He enjoys winning, but he enjoys outsmarting arrogance even more. He treats danger like a puzzle and conversation like a sparring match, yet beneath the swagger he is deeply protective, especially of common folk who are being exploited by the rich, the cruel, or the careless.
Ideals
Freedom. No throne, oath, or forged promise should own another person's soul. If the powerful can lie with laws and titles, then the powerless deserve the right to lie back and break the cage.
Bonds
Wayne keeps a secret ledger of every person who once showed him mercy, and he repays kindness with near-reckless loyalty. He also protects the false identity that bought him his freedom, because if that mask falls, someone dangerous may come looking for the lives he left behind.
Flaws
Wayne trusts his own improvisation too much, which means he sometimes keeps lying long after the truth would have served him better. He cannot resist one more risky angle if he thinks it will embarrass a bully or win a dramatic escape. When cornered emotionally, he retreats behind jokes, false names, and half-truths, even from people who deserve better.
Quirks
Background
Wayne Malone was born in a city where everybody had a price, and he learned early that the easiest way to survive was to let people think they had already won. As a boy he drifted between market stalls, gaming halls, and back-alley performances, growing sharp-eyed, nimble-fingered, and better at telling a useful lie than the adults around him. He became a charlatan by necessity first, by habit second, until the day a failed bluff landed him in the care of a wandering monastery that saw past the grin and recognized the raw discipline underneath it. At the monastery Wayne discovered that stillness could be a weapon, and that honesty, applied with precision, could be more dangerous than any forged promise. He embraced the monk's path not to abandon his old tricks, but to master them. Now he moves through the world as a contradiction, a disciplined fraud, a devout skeptic, a thief who learned restraint and a protector who still knows how to play the fool. He uses misdirection, speed, and perfect timing to strike at bullies, exploit tyrants, and disappear before the dust settles, leaving behind only the memory of a friendly smile and the sound of someone cursing his name.
“He embraced the monk's path not to abandon his old tricks, but to master them.”
- Background
- Charlatan
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Wayne Malone into a sheet
A high-res, share-ready sheet you can post or print.