Melanie Allister
Class & Level: Monk 4
Race: Human
Background: Hermit
Life of Seclusion: An accident seperated me from my family and my memories. The monks who found me are all i've known, until I was reaquainted with my brother.
History:
Melanie is the sister of Lyall. In her youth, she fell from a cliff into a stream of rushing water below. Upon awakening, she had forgotten all of who she was, or where she came from. Lost and cold, she wandered until she found a monastary. The monks cared for her, so she chose to stay and learn their ways. One day, her brother came to find her, and her memories all came flooding back. With the desire to return to her family, she thanked the monks that had trained her and left with Lyall, joining Armor Amour.
Personality Traits: I am utterly serene, even in the face of disaster.
Ideals: Inquiry and curiosity are the pillars of progress.
Bonds: I entered seclusion because I lost who I was. I won't lose them again.
Flaws: Now that I've returned to the world, I enjoy its delights a little too much.
Armor Class: 15
HP: 27/27
Hit Dice: 4d8
Initiative: +7
Speed: 40
Ki Points: 4
Ki Save DC: 12
ABILITY SCORES
STR: 12 (+1)
DEX: 18 (+4)
CON: 13 (+1)
INT: 10 (0)
WIS: 15 (+2)
CHA: 8 (-1)
Proficiency Bonus: +2
SAVING THROWS (P = Proficient)
STR +3 (P)
DEX +6 (P)
CON +1
INT 0
WIS +2
CHA -1
12 Passive Wisdom (Perception)
ABILITIES:
-Martial Arts: 1d4
You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
When you use the Attack action with an unarmed strike or a monk weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
-Deflecting 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.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
-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.
-Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
-Shadow Arts: At 3rd level, as an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
SKILLS (P = Proficient)
Acrobatics: 4
Animal Handling: 2
Arcana: 0
Athletics: 3 (P)
Deception: -1
History: 0
Insight: 4 (P)
Intimidation: -1
Investigation: 0
Medicine: 4 (P)
Nature: 0
Perception: 2
Performance: -1
Persuasion: -1
Religion: 2 (P)
Sleight of Hand: 4
Stealth: 6 (P)
Survival: 2
Languages
-Common
-Giant
-Deep Speech
FEATS
-Alert
Always on the lookout for danger, you gain the following benefits:
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Currency: 25gp
ITEMS, ATK, DAMAGE/TYPE
-Quarterstaff, 1d6 Bludgeoning (Versatile 1d8)
-Explorers Pack
-10 Darts
-A Scroll Case
-Herbalism Kit
-Javelin of Lightning, 1d6 piercing
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
-OTHER NOTES-
-Unarmored Defense: 15 AC
-Unarmored Movement: +10
-Monastic Tradition: Way Of Shadow
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SPELLS
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Spell Save DC:
Spell Attack Bonus: +?
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Cantrips
-Minor Illusion
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LEVEL 1 (X Spell slots)
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LEVEL 2 (X Spell Slots)
-Darkness
-Darkvision
-Pass Without Trace
-Silence
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LEVEL 3 (X Spell slots)
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LEVEL 4 (X Spell slots)
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LEVEL 5 (X Spell Slots)
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LEVEL 6 (X Spell slots)
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LEVEL 7 (X Spell slots)
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LEVEL 8 (X Spell slots)
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LEVEL 9 (X Spell slots)
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Appearance:

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