Lesh
Monk 8 / Warlock 3
Of Noble Background
Proficiency : +4
AC: 16
HP: 73
Speed: 45ft
Abilities
Save: +6
Stealth + 7
Sleight of Hand + 7
Thieve’s Kit + 7
Initiative + 7
Medicine +7
Herbalism +7
Attack Queue
Full attack + extra attack + bonus action
stunning strike
POTIONS
Dart
Monk
- Background: Feat: Alert: Initiative Proficiency, Initiative Swap
- Martial Arts: 1d8, unarmed strike as a bonus
- Unarmored Defense: 10+wis+dex
- Monk’s Focus: 8, Flurry of Blows, Patient Defense, Step of the Wind
- Unarmored Movement
- Uncanny Metabolism, 1/long rest: regain expended focus points when roll initiative, roll martial arts die and regain a number of hit points equal to monk level plus number rolled.
- Deflect Attacks. Bldg, pierce, slash, reaction to reduce attack’s total damage. 1d10 plus dex modifier and monk level. If damage to 0, can spend 1 fp to redirect point.
- Subclass: Mercy
- Hand of Harm, 1fp to deal extra necrotic damage (1d8+wis), CAN POISON
- Hand of Healing, 1fp to heal 1d8+wis HEALS BLIND, DEAF, PARALYZ, POISONED, OR STUNNED
- slow fall, reaction to reduce damage by 5 times monk level
- Extra attack
- Stunning strike, 1FP to stun, con save
- Evasion: if i have to make a dex save for damage i only take half or none
- Feat: Grappler: Punch & Grab (hit a creature with hands as part of my attack and i can damage and grapple, once per turn) | Adv on creatures grappled by me | no extra movement to move a creature grappled if the creature is my size or smaller.
Warlock
-
Pact of the Tome
- Esoteric Rite, 1/lr for 1 minute, at the end, I regain expanded Pact Magic spell slots equal to half max round up.
- Patron: Great Old One
- Psychic Spells, can change spell damage to psychic. I can also cast enchantment or illusion spells without verbal or somatic components
Spells | +7 | DC 16
- Cantrip: Mind Sliver, Int save or 2d6 psychic damage and subtract 1d4 from next saving throw it makes.
- Cantrip: Thunderclap, S, 5ft range, Con save or 2d6 thunder
- Cantrip: Chill touch, VS, melee attack = 2d10 necrotic damage and it can’t regain hitpoints until the end of my next turn.
- Spell Slots (2) USED1,
- Spell: Comprehend Language (R)
- Spell: Detect Thoughts
- Spell: Dissonant Whispers
- Spell: Phantasmal Force
- Spell: Tasha’s Hideous Laughter
- Spell: Misty Step, V, Ba, 30ft unoccupied space
- Spell: Hex, VSM, Ba, 90ft, concentration, 1d6 necro + disadv on a chosen ability + can take a BA to curse a new creature
- Spell: Unseen Servant, VSM, 60 ft, 15, can perform simple tasks for an hour
- Spell: Hold Person, VSM, 60ft, concentration to 1m, Wis save or paralyzed , each turn makes a save
Equipment:
Backpack
Dart (scalpel) | +7 | 1d4+3 | Finesse, Light, Thrown 20-60, VEX If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Thieve’s Tools | Pick a lock (DC15), Disarm a trap (DC15)
Perfume | Apply perfume, 1 hour: advantage on Persuation checks made to influence an indifferent humanoid within 5ft.
Signal Whistle
String
Tinderbox
Waterskin
Ink
Ink Pen
Parchment (10*)
Lamp
Rope
Oil (7*), 1 flask=6hrs, Douse Creature ; Douse Space - Utilizing Oil as an Action
Ball Bearings, 10ft2 coverage within 10ft. Dc 10 dex save when entering area or become prone.
G50.S00.C00*